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Question by Sarai · Dec 27, 2016 at 01:22 PM · custom inspectorserializable

Custom Inspector : Losing Data

Hi .. i have some problem with my custom inspector, my costum inspector have object field that held many game object , but when i tried to run the game the object field goes blank (null)

i already tried to googling but still not fix ... i tried to use the same script as other do from here : https://forum.unity3d.com/threads/custom-editor-losing-settings-on-play.130889/ and edit it just like this ....

 using UnityEngine;
 using System.Collections;
 
 [System.Serializable]
 public class HiddenObject {
     
      public GameObject[,] enemy = new GameObject[6,60];
     public int wave = 0;
     public int[] enemyCount = new int[60] ;
     public int[] enemyInTheScene = new int[60] ;
 
 
 }
 ---------------------------------------------------------------------------------------------------------------------------------
 using UnityEngine;
 using System.Collections;
 
 public class Inventory : MonoBehaviour {
 
     public HiddenObject hiddenObject ;
 }
 
 ---------------------------------------------------------------------------------------------------------------------
 using UnityEngine;
 using System.Collections;
 using UnityEditor;
 
 [CustomEditor(typeof(Inventory))]
 public class InventoryEditor : Editor {
 
     private Inventory _inv;
 
     void OnEnable(){
     
         _inv = (Inventory)target;
     
     }
 
     public override void OnInspectorGUI (){
     
         for (int i = 0; i < _inv.hiddenObject.wave; i++){
 
             _inv.hiddenObject.enemyCount [i] = EditorGUILayout.IntField (_inv.hiddenObject.enemyCount[i]);
 
             for (int a = 0; a < _inv.hiddenObject.enemyCount[i]; a++){
 
                 _inv.hiddenObject.enemy [i, a] = (GameObject)EditorGUILayout.ObjectField (_inv.hiddenObject.enemy[i,a],typeof(GameObject));
 
             }
 
     }
 
         if (GUILayout.Button("Add Wave")){
 
             _inv.hiddenObject.wave ++;
 
         }
 
         EditorUtility.SetDirty (_inv);
 }
 }
 

im still getting the same result, if i tried to play the game, the object field goes blank (null)

sorry if there was so many question like this, i was so frustated ... @_@ btw when i tried to use non multidimensional array for enemy, it was normal .. but i dont wanna use non dimensional array for an enemy

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Answer by Adam-Mechtley · Dec 27, 2016 at 05:54 PM

The problem is that you are not serializing any of your changes (i.e. saving them to disk). There are a number of ways you can approach custom inspectors, but the most bulletproof is to use SerializedProperty. For example:

 using UnityEditor;
 using UnityEngine;

 [CustomEditor (typeof (Inventory))]
 public class InventoryEditor : Editor {
     private SerializedProperty m_HiddenObject;

     protected virtual void OnEnable () {
         m_HiddenObject = this.serializedObject.FindProperty ("hiddenObject");
     }
     public override void OnInspectorGUI ()
     {
         this.serializedObject.Update ();
         // your stuff here
         this.serializedObject.ApplyModifiedProperties ();
     }
 }


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avatar image Sarai · Apr 09, 2020 at 02:32 PM 0
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Thank you! sorry for really-really long respond :D. it did help me, but i forgot to mark the answer. *4 years later just log in and notice i havent mark the answer yet XD

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