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Question by Prodigga · Aug 15, 2012 at 10:05 AM · c#generic list

Save public List contents of monobehaviour object edited through custom editor tool

hey guys, I am trying to create an editor tool to help me populate the public List of a monobehaviour script attached to a gameobject. I have not extended the editor before, and so i dont know whats possible/isn't possible and have come here to ask whether or not what i am trying to do is feasible, or for a push in the right direction if it isn't! I'll start with a simple example, (this is essentially what I am trying to achieve with my tool except my tool will be used for another purpose)

Lets say I have a public member on one of my monobehaviour objects: public List listOfSomeData;

SomeData is a struct of data:

   public struct SomeData 
     {
        public string name;
        public int age;
     }

Now naturally, I can't edit a List in the editor without extending the editor. Would it be possible at all to do the following:

  1. Attach the monobehaviour script to an object, and populate that objects listOfSomeData through a custom editor tool inside the editor.

  2. 'Save' this data by making the object with the attached script a prefab? (so that each instantiated object also contains the same value's for listOfSomeData that I specified earlier.)

Not asking for anyone to do it for me, I am just asking whether it is possible and a nudge in the right direction! :)

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Answer by Bunny83 · Aug 15, 2012 at 10:11 AM

Structs can't be serialized by Unity. Just use a class instead. Due to the serializer, it almost behaves like a struct.

Don't forget to add the System.Serializable attribute

 [System.Serializable]
 public class SomeData 
 {
    public string name;
    public int age;
 }

This should naturally be editable in the inspector.

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