Timeline for (Unity) Proper way to save ScriptableObjects changed during play mode?
Current License: CC BY-SA 3.0
7 events
| when toggle format | what | by | license | comment | |
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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.
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| 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 |