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Question by Nims · Apr 06, 2014 at 01:49 PM · assetsserializationeditorwindow

Edit and persist serializable Assets in the Editor Window

I have an asset saved in my project which represents a serializable scriptable object (Which is actually a list of base elements).

There is no problem changing values for this object in the inspector, and the changes do persist and survive assembly reloads and exiting/entering unity.

I am trying to mimic the inspector behavior in an Editor Window.

But any changes I do in the Editor Window, though reflected in the Inspector, do not persist.

I am guessing I am loading the asset wrongly in the Editor Window, the asset is loaded in the OnSelectionChange() callback when an asset of the right type is selected.

Any help/ideas would be appreciated.

 public class DmgTypeListEditor : EditorWindow
 {
     private DmgTypesList m_DmgTypesContainer;
 
     [MenuItem("GameAssets/DmgTypeEditor")]
     static void Init()
     {
         GetWindow<DmgTypeListEditor>();
     }
     
      void OnGUI()
     {
         if (m_DmgTypesContainer == null) return;
 
         if (m_DmgTypesContainer.m_dmgTypeList != null)
         {
             foreach (var item in m_DmgTypesContainer.m_dmgTypeList)
             {
                 EditorGUILayout.LabelField(item.dmgType.ToString());
                 item._defaultDmgValue = EditorGUILayout.IntField(item._defaultDmgValue);
                 item._attackerDescription = EditorGUILayout.TextField(item._attackerDescription);
             }
         }
     }
     
     void OnSelectionChange()
         {
             //Check to see if a database of this type was selected:
             
             Object selectedObject = Selection.activeObject;
             if (selectedObject != null)
             {
                 if (selectedObject.GetType() == typeof(DmgTypesList))
                 {
                     Debug.Log("Selected object is of the right type");
                     m_DmgTypesContainer = Selection.activeObject as DmgTypesList;
                 }
                 else
                 {
                     Debug.Log("Selected object is NOT of the right type");
                 }
 
             }
         }
         
 }
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Answer by Nims · Apr 07, 2014 at 08:28 AM

Well after searching and testing I found out that in order to save any changes to the scriptable object in the editor window, I need to do 2 things:

  1. Detect any relevant changes made to the scriptable object in the editor window using the GUI.changed boolean.

  2. Apply those changes with EditorUtility.SetDirty(MyScriptabelObject);

So all I had to do is change my OnGUI() to the following:

  if (m_DmgTypesContainer.m_dmgTypeList != null)
         {
 
             GUI.changed = false;
             foreach (var item in m_DmgTypesContainer.m_dmgTypeList)
             {
                 EditorGUILayout.LabelField(item.dmgType.ToString());
                 item._defaultDmgValue = EditorGUILayout.IntField(item._defaultDmgValue);
                 item._attackerDescription = EditorGUILayout.TextField(item._attackerDescription);
                 
                 EditorGUILayout.Space();
             }
             if (GUI.changed)
             {
                 //Debug.Log("GUI.changed");
                 EditorUtility.SetDirty(m_DmgTypesContainer);
             }
           
         }
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