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Channel: Answers for "How do I have an EditorWindow save it's data inbetween opening and closing Unity? C#"
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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

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Answer 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...

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Answer by Veehmot

This **blog** post tells you all about **serializing** objects for **Editor** scripts. http://blogs.unity3d.com/2012/10/25/unity-serialization/

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Answer 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...

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Answer 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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