Undo.DestroyObjectImmediate - accessing objects in the undo buffer
I'm making an editor tool for spawning prefabs into a scene. The tool allows for deletion of prefabs as well and I want it to work with the undo-system.
My problem is that I am able to record destroyed objects using Undo.DestroyObjectImmediate(gameObject), but when the deletion is undone the prefabs will be turned off automatically. I would also like to store the objects in my own datastructure once they are spawned back in to the scene using undo.
Is it possible to do using the undo system?
Any help welcome
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