Timeline for ScriptableObjects lose references/stored objects upon build/restarting the Unity Editor?
Current License: CC BY-SA 4.0
8 events
when toggle format | what | by | license | comment | |
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S Dec 21, 2023 at 7:00 | history | suggested | Sonny Da Silva-Peters | CC BY-SA 4.0 |
Changed from suggesting public fields, to [field: SerializeField] as it is a great shorthand not many seem to know :)
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Dec 20, 2023 at 17:57 | review | Suggested edits | |||
S Dec 21, 2023 at 7:00 | |||||
May 20, 2023 at 5:15 | comment | added | Ayyappa | Once I set SetDirty it worked without any change to auto properties. Having auto properties keep the code clean, so won't change that part. Instead call the SetDirty. | |
Apr 19, 2023 at 20:11 | comment | added | SmallestUncomputableNumber |
EditorUtility.SetDirty() also was the missing piece for me. I assigned a freshly created ScriptableObject to another, already existing ScriptableObject and much trouble before finding your answer!
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Apr 9, 2020 at 11:45 | history | edited | Tudvari | CC BY-SA 4.0 |
added 144 characters in body
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Oct 16, 2019 at 7:31 | vote | accept | Tudvari | ||
Oct 12, 2019 at 4:36 | vote | accept | Tudvari | ||
Oct 16, 2019 at 7:31 | |||||
Oct 12, 2019 at 4:36 | history | answered | Tudvari | CC BY-SA 4.0 |