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Question by awsapps · Oct 20, 2021 at 10:27 PM · save datacustom editorplaymodeserializedproperty

Custom editor save serializedProperties on PlayMode

Hi,

I have a class with a custom editor attached to it.

In the inspector, I set a button that change a property of the object.

For example:

 using UnityEngine;
 
 #if UNITY_EDITOR
 using UnityEditor;
 #endif
 
 public class TextExample : MonoBehaviour
 {
     [SerializeField]
     public string  _Text;
 }
 
 #if UNITY_EDITOR
 [CustomEditor(typeof(TextExample))]
 public class TextExampleEditor : Editor
 {
     TextExample _targetProp;
     SerializedProperty _textProp;
 
     void OnEnable()
     {
         _targetProp = (TextExample) target;
         _textProp = serializedObject.FindProperty("_Text");
     }
 
     public override void OnInspectorGUI()
     {
         serializedObject.Update();
         EditorGUI.BeginChangeCheck();
 
         if (GUILayout.Button("Click Me"))
         {
             Undo.RecordObject(target, "Text have been changed");
             _textProp.stringValue ="EXAMPLE TEXT";
         }
         if (EditorGUI.EndChangeCheck())
         {
             // arr.Refresh();
         }
         serializedObject.ApplyModifiedProperties();
         DrawDefaultInspector();
     }
 }
 #endif




In Edit mode, when clicking the button, the value is correctly set to "EXAMPLE TEXT". And when enter in play mode, the value persist.

But the converse ( PlayMode + click the button + exit PlayMode) is not true. I somewhat expected this behavior because Unity doesn't persist changes made on Play Mode.

Is there some kind of workaround to be able to save during PlayMode? (I tested cinemachine attribute [SaveOnPlay] but doesn't work in my example)

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Answer by awsapps · Feb 15 at 05:08 PM

A workaround would be to persist the data on disk

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