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Question by YTGameDevDave · Feb 20, 2018 at 02:26 PM · guigameobjecteditorsavingpropertyfield

Simple problem: Can't save Input in Editor GUI's Propertyfield.

So I'm trying to SetDirty() a public GameObject that appears through ScriptableObject Serialization in the Editor Window. I drag in the gameObjects from the scene into the Editor fields, GUI changed lights up, everything works as intended, I save the project, close unity, restart...And they're empty, like i dragged nothing in. What's missing?

Cause everything works, considering editor serialization with scriptableobject etc. it's all fine and quadruple checked. I just can't get Unity to save the object we imported in the editor window.

I'm sure I'm missing something...

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avatar image Bunny83 · Feb 20, 2018 at 03:15 PM 0
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Sorry but you need to be much more specific where you actually want to save what. Since you talk about scriptable objects and gameobjects in a scene i have the feeling you try to reference an object in a scene from a scriptable object that is saved in the project? If that's the case this doesn't work at all. A scene is like a seperate subspace. Things in a scene can reference objects in the project (assets). However assets which are stored in the project can not reference things in a scene. A scene is not always loaded and availlable unlike assets.

avatar image YTGameDevDave Bunny83 · Feb 24, 2018 at 01:10 PM 0
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Yeah that's exactly the thing... Saving a file from the project into the editor window gets saved...but saving something from the scene into the editor window doesnt... So I guess this solves it, but it still confuses me that scenefiles saved in the inspector on a monobehaviour script 'do' get saved. Is it because monobehaviour is constrained to work in runtime only?

avatar image Xarbrough YTGameDevDave · Feb 24, 2018 at 08:48 PM 0
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Do you mean the "SceneAsset" type can be saved on a $$anonymous$$onoBehaviour? Well yes, because it's an asset in the project folder, but not an object within a scene. Btw, the new Playables Director component uses a new system in which data is stored as an asset, but it actually references scene objects. They resolve these references as soon as they are required within a scene (after which the objects are loaded), by using the director component as a bridge to the scene. I was interested in using the Unity system for my custom components, but I couldn't make it work yet because some parts were still internal. You can, however, always create your own solution which basically stores a serializable version of your scene reference and then finds some special component in the scene to resolve the reference.

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