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Question by Brum · Feb 20, 2014 at 03:05 PM · c#editorreflectionsavinginstances

how to save instance of class trough editor

I've made a script witch lets you make instances of a class in the inspector. It all works inside the editor, but i can't wrap my head around saving the data, i'm not sure what to use? SetDirty? Here is my code, if you need other scripts for clarification pleas ask!

     using UnityEngine;
     using System.Collections;
     using System.Reflection;
     using UnityEditor;
     
     [CustomEditor(typeof(InstanceGenerator) )]
     public class InstanceCreatorEditor : Editor {
         
         public override void OnInspectorGUI ()
         {
             //base.OnInspectorGUI ();
             InstanceGenerator ig = (InstanceGenerator)target;
     
             EditorGUILayout.BeginHorizontal();
             EditorGUILayout.PrefixLabel("Instance Type: ");
             ig.currType = (Items.instanceTypes)EditorGUILayout.EnumPopup(ig.currType);
             EditorGUILayout.EndHorizontal();
     
             if(GUILayout.Button("Generate new Instance.") )
             {
                 if(ig.currType == Items.instanceTypes.item)
                 {
                     ig.genStat = new Item(0,0,0,"");
                 }
                 if(ig.currType == Items.instanceTypes.enemy)
                 {
                     ig.genStat = new BaseCharacter(0,0,0,0,0);
                 }
             }
     
             EditorGUILayout.Space();
     
             var myType = ig.genStat.GetType();
             PropertyInfo[] properties = myType.GetProperties();
     
             foreach(PropertyInfo property in properties)
             {
                 EditorGUILayout.BeginHorizontal();
                 EditorGUILayout.PrefixLabel(property.Name);
     
                 object value = property.GetValue(ig.genStat, null);
     
                 if(value is int)
                 {
                     property.SetValue(ig.genStat, EditorGUILayout.IntField((int)value), null);
                 }
     
                 if(value is string)
                 {
                     property.SetValue(ig.genStat, EditorGUILayout.TextField((string)value), null);
                 }
     
                 if(value is float)
                 {
                     property.SetValue(ig.genStat, EditorGUILayout.FloatField((float)value), null);
                 }
     
                 EditorGUILayout.EndHorizontal();
             }
     
             EditorGUILayout.Space();
     
             if(GUILayout.Button("Save generated instance.") )
             {
                 ig.GenerateInstance();
                            ////Save data Here!
                      }
         }
     }
     
 
  
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Answer by RudyTheDev · Feb 20, 2014 at 05:53 PM

I'm not sure what exactly ig.GenerateInstance() creates. In any case, you probably either want ScriptableObjects or custom assets (made with various AssetDatabase functions for this, like AssetDatabase.CreateAsset()). Unity can't save a parent-less class unless you attach it to something it understands (and can serialize) - scene game object, prefab or asset.

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