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Question by der_smon · Jun 22, 2013 at 01:51 PM · gameobjecteditorserializefield

Setting a [SerializeField] GameObject in code

Hey there,

I am trying to set the following member

     [SerializeField] [HideInInspector]
     private GameObject structure;

with the following code:

 structure = (GameObject) Instantiate(Resources.Load("Map/Base Prefab"));
             

The code is not meant to be executed in game, but is triggered by a custom Editor-class:

I am building a kind of map editor for a hexgrid-based strategy game. When klicking on a hex-tile, the inspector shows several dropdowns to define properties or to add buildings. So I want to instantiate a prefab for a base/HQ-structure and keep it referenced with the structure member.

When deleting the [SerializeField] - flag, structure is set when changing the dropdown in Editor-Mode, but the reference is lost when I finally start the game (which was the reason to use [SerializeField] in the first place).

Any ideas on how to set this up properly?

Beste, der_smon

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avatar image RalphTrickey · Jun 22, 2013 at 02:42 PM 0
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Why not make the field public? It's uglier from a design standpoint, but I'd think that would work.

avatar image der_smon · Jun 23, 2013 at 01:08 PM 0
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I think making it public and deleting the SerializeField would still result in resetting the values when starting the game.

I got it working by now: I am not 100% sure, but I think calling serializedObject.Update(); at the start of my Editor-Class' OnInspectorGUI() to update the Editor-Class to all changes made to its target-class did the trick.

Before, the Editor-Class was not aware of changed variables within its target and replaced all changes with its default values when OnInspectorGUI() was called.

Cheers, der_smon

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Answer by der_smon · Jun 23, 2013 at 01:34 PM

See the comment above for the solution.

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