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Apr 13, 2019 at 15:01 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Feb 26, 2019 at 21:49 answer added JansenSensei timeline score: 1
Feb 24, 2019 at 16:56 comment added Candid Moon _Max_ Are you still looking for an answer to this question? Because I have tested and ScriptableObjects automatically store information during play mode. They don't store information between game sessions. And they don't delete data when loading between scenes.
Jul 31, 2017 at 14:19 history tweeted twitter.com/StackGameDev/status/892027045202583552
Jul 31, 2017 at 10:47 comment added Sidar Note that scriptable objects do not serialize during gameplay and using AssetDatabase.SaveAssets wont work. Simply serialize your object to disc on runtime and reload it everytime you play.\
Jul 31, 2017 at 3:17 comment added DMGregory If the docs say Undo.RecordObject is to be preferred over EditorUtility.SetDirty, why do you need a second opinion on the matter? An explicit statement from the developers of the engine themselves is about as definitive an answer as we can reasonably expect.
Jul 31, 2017 at 0:28 history asked reincarnationofstackexchange CC BY-SA 3.0