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Question by Nemox · Feb 18, 2015 at 09:42 PM · assetnullreferenceexceptionscriptableobjecteditorwindowopen

ScriptableObject assets null on startup, then reappear?

So I have a ScriptableObject asset with a list of ScriptableObject sub-assets. I also have an EditorWindow which draws each sub-asset on the list. It works perfectly.

Until I close Unity. When I open Unity again, I can see all of the sub-asset names on the list in the inspector, but they're missing their icons. When I use my EditorWindow, they are all null. But when I press play or import any scripts, suddenly all the sub-assets work perfectly again.

I'm afraid I don't understand what's going on here. Can someone explain why this happens, and what I need to do to have the sub-assets loaded when I select the main asset to edit?

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Answer by Nemox · Feb 18, 2015 at 11:35 PM

Figured it out. Apparently they'll load properly if each ScriptableObject has its own C# script with the same name as the object class itself. Bit of a pain to have so many separate scripts, but oh well.

So far it appears it'll still work even if inside a namespace.

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avatar image Mikman · Jan 21, 2016 at 08:08 AM 0
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I just registered myself on the forum, just so I could thank you. You just saved my day and our school project :D Why can't one upvote like a million times in times of need? ;-) $$anonymous$$ighty helpful!

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