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Question by Addyarb · Nov 08, 2015 at 04:04 PM · editor-scriptingeditorwindowenum

Enum Value Changing At Runtime On A Prefab

Greetings Unity!

So I have an issue with an enum that I am setting via an editor window I'm working on.

Here's the code I'm using to change it:

 if (GUI.Button (new Rect (windowWidth / 2 + 120 + (buffer * 5), 265, 32, 32), offFade, editorSkin.GetStyle ("Button"))) 
                     collectionToShow.fadeMode = AudioManager.fadeStyle.Off;


Viewing the public enum state, it does appear to change to fadeStyle.Off.

However, when I click the play button, it jumps to a different one.

The first thing I thought was "Oh, I must have a Start() or Awake() function that is setting it somehow." But nope. The reason I know this isn't the case is that when I manually set the enum value (by clicking the drop-down menu and clicking on it myself instead of setting it with the editor window button) it doesn't change when I click play.

Similarly, this happens when I change a float too! What's going on here? Why don't my other scripts take my editor script seriously? I've tried setting the scene dirty and saving it, but no luck.

Thanks!

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Answer by Addyarb · Nov 08, 2015 at 04:55 PM

Found an answer to this within this thread.

I'm not sure if this only happens with prefabs, or if it happens on regular GameObjects - but I'm assuming prefabs.

Apparently setting values within an editor window is seen as setting them at runtime (when it's done on a prefab), and it discards the changes internally immediately after changing the value. However, it still serializes the proper value on the public enum/float fields.

The way to handle this is to use the prefab utility (see the link for more). You essentially just have to click the "Apply" button on a prefab via script.

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