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Question by iwHiteRabbiT · Oct 21, 2014 at 06:12 PM · inspectorcustom-inspectoranimationcurverefreshrepaint

AnimationCurve not refreshed in inspector

Hi everybody!

I have a MonoBehavior with a public curve attribute:

 public class Sample : MonoBehavior
 {
    public AnimationCurve curve;
 }

With the associated editor class:

 public class SampleEditor : Editor
 {
    public override void OnInspectorGUI()
    {
       DrawDefaultInspector();
 
       serializedObject.Update();
 
       if (GUILayout.Button("Do something"))
       {
          // Change anything in the curve, like, add, remove, move a keyframe
          ((Sample)target).RemoveKey(0);
       }
    }
 }

This works perfectly but the problem is that the preview of the AnimationCurve is not refreshed. If I change the inspector size by dragging the mouse, the curve representation is refreshed (although I've noticed that if I go back to exactly the same inspector size, the old curve preview came back). So I suspected a cache problem, but I now have tried everything I knew without any success, like: - serializedObject.SetIsDifferentCacheDirty(); - serializedObject.Update(); - serializedObject.ApplyModifiedProperties(); - EditorUtility.SetDirty(target); - Repaint(); - Re create my own Property, etc...

And I can't see anything public in SerializedProperty or AnimationCurve to refresh the preview or tell to do it. However, the curve editing window do it very well...

Any ideas are welcome! ^^'

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Answer by LaireonGames · Aug 31, 2017 at 09:32 PM

A very old one but it seems to be a common question. I figured out an answer today. It involved reading the value from the class directly and then putting the updated value into your property:

  EditorGUI.BeginChangeCheck();
 
 yourClass.yourCurve = EditorGUILayout.CurveField(yourClass.yourCurve);
 
 if(EditorGUI.EndChangeCheck())
       yourCurvesProperty.animationCurveValue = yourClass.yourCurve;
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Answer by MilanGM · Jul 08, 2016 at 04:28 PM

You could probably try Editor.repaint, or something like that. http://docs.unity3d.com/ScriptReference/Editor.Repaint.html

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Answer by Bunny83 · Jul 08, 2016 at 05:14 PM

You did not tell Unity to save the changes. You should use Undo.RecordObject

 Sample obj = (Sample)target;
 
 if (GUILayout.Button("Do something"))
 {
     Undo.RecordObject(obj, "Removed Key");
     obj.RemoveKey(0);
 }

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