Answer by Jake-L
Use [EditorPrefs][1] to save and load values. Load them in OnEnable and write them in OnDisable and you're done. [1]: http://docs.unity3d.com/ScriptReference/EditorPrefs.html
View ArticleAnswer by Bunny83
Well, i just saw that you want to store complex types (like texture references). Well another way would be to create a separate script that saves your variables to your assets. Just create a GameObject...
View ArticleAnswer by Veehmot
This **blog** post tells you all about **serializing** objects for **Editor** scripts. http://blogs.unity3d.com/2012/10/25/unity-serialization/
View ArticleAnswer by Diet-Chugg
There are several ways to do this. I would create a/several [ScritpableObject][1] and store them in your project's Resources folder. [1]: http://docs.unity3d.com/ScriptReference/ScriptableObject.html...
View ArticleAnswer by ThomLaurent
You could use Unity's serialization combined with JsonUtility and EditorPrefs to save your fields and then load them up in just 4 lines : public class AnExampleWindow : EditorWindow { [SerializeField]...
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