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Question by TheCaptainJuneBug · May 29, 2016 at 07:28 PM · c#unity 5scriptableobjectscriptable object

How to Update ScriptableObject

I have a database of skills that inherit from scriptableobject.

 [Serializable]
 public class ISSkill : ISObject, IISSkill, ScriptableObject

Then i have a Generic List of ScriptableObjects:

 public abstract class ScriptableObjectDatabase<T> : ScriptableObject where T : ScriptableObject
         {
       
             [SerializeField]
             protected List<T> database = new List<T>();

When I add Items everything tracks nicely into the database and creates a scriptable object in my project panel. Using the wiki CreateAsset code. I know there is missing curly brackets. Just from the code snippet.

 public override void Add(ISSkill item)
         {
             ScriptableObjectUtility.CreateAsset<ISSkill>(GetPath() + SKILL_INVENTORY_PATH, item);
             database.Add(item);
 
             // Flags changes and saves
             EditorUtility.SetDirty(this);
         }

Here is the CreateAssest Function:

 public static void CreateAsset<T>(string path, T item) where T : ScriptableObject
 {
     if (!AssetDatabase.IsValidFolder(path))
         ValidatePath(path);
 
     string assetPathAndName = path + "/" + item.name + ".asset";
 
     AssetDatabase.CreateAsset(item, assetPathAndName);
     AssetDatabase.SaveAssets();
     AssetDatabase.Refresh();
     EditorUtility.SetDirty(item);
     Selection.activeObject = item;
 }

Then i have a replace method that basically updates the oldSkill with new skill in database. This works nicely in the database. But my UpdateAsset Method doesnt seem to be working and i dont know why or how to update the scriptableobject in the project panel.

 public void Replace(int indexOfOldItem, T item)
         {
             T newItem = ScriptableObjectUtility.UpdateAsset<T>(database[indexOfOldItem], item);
             database[indexOfOldItem] = newItem;
             EditorUtility.SetDirty(this);
         }


Here is the UpdateAsset function

 public static T UpdateAsset<T>(T oldItem, T newItem) where T : ScriptableObject
     {
         string path = AssetDatabase.GetAssetPath(oldItem);
 
         T asset = AssetDatabase.LoadAssetAtPath(path, typeof(T)) as T;
 
         asset = newItem;
         asset.name = newItem.name;
 
         AssetDatabase.Refresh();
 
         EditorUtility.SetDirty(asset);
 
         return asset;
     }


I know this is a lot of code but if anyone can help me figure this out, i thank you in advanced!

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Answer by TheCaptainJuneBug · May 31, 2016 at 01:21 PM

Forgot that i was making a copy of a Skill so therefore it lost its connection to the ScriptableObject in the project panel

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