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Question by RealMTG · Dec 20, 2014 at 02:25 PM · editorsavetoggle

Custom editor toggles doesn't save

Hi!

I have made a custom editor script for one of my objects and I have these bools, allowRotation, isLight for example. When I set them to true, they set to false when I start the game. If I make a prefab out of them, they somehow save. If I enter playmode while the object is selected, it doesn't save. What can I do to save it?

My code:

     public override void OnInspectorGUI()
     {
         serializedObject.Update();
 
         var theScript = target as LevelEditorObject;
 
         showRotations = EditorGUILayout.Foldout(showRotations, "Object Rotation");
 
         if(showRotations)
         {
             theScript.allowRotation = EditorGUILayout.Toggle("Allow Rotation", theScript.allowRotation);
 
             if(theScript.allowRotation == true)
             {
                 theScript.allowXRot = EditorGUILayout.Toggle("Allow X Rotation", theScript.allowXRot);
                 theScript.allowYRot = EditorGUILayout.Toggle("Allow Y Rotation", theScript.allowYRot);
                 theScript.allowZRot = EditorGUILayout.Toggle("Allow Z Rotation", theScript.allowZRot);
             }
         }
     }

Thanks

EDIT: Just discovered that when it does save and then when I exit playmode, it goes back as it was before it saved.

EDIT 2: Nothing gets saved.

EDIT 3: I added a serializedObject.ApplyModifiedProperties (); to the end of the script but that did nothing.

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avatar image Baste · Dec 20, 2014 at 04:17 PM 0
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If you're changing the scripted object directly trough references to it's variables, like you're doing, serializedObject.Update() and Apply$$anonymous$$odifiedProperties() should not be neccessary. You only need those when you're modifying the object by using SerializedProperties. Try to ditch the .Update() call, it might be preventing the other parts from working, although I doubt it.

If that's not it, all I can think of is some Awake function resetting the values, the values being properties ins$$anonymous$$d of fields (ie. declared as bool allowXRot { get; set; } ins$$anonymous$$d of bool allowXRot;).

By the way, this thing here:

 if(theScript.allowRotation == true)

$$anonymous$$akes santa cry. The check (x == true) is completely redundant, as it gives exactly the same result as just using (x). So please;

 if(theScript.allowRotation)
avatar image RealMTG · Dec 20, 2014 at 05:35 PM 0
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@Baste Thanks! That seems to have fixed it.

EDIT: Never$$anonymous$$d. It resets when I restart Unity.

avatar image MrLucid72 · Mar 22, 2019 at 08:05 AM 0
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Epic bump - this is at the top of Google and the docs are horrendous.

avatar image mchts · Mar 22, 2019 at 01:07 PM 0
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$$anonymous$$ake allowRotationfield serializable with adding [SerializeField] attribute before decleration of .allowRotation

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