![]() ![]() A user has been working on an asset (and saved it) but now wants to throw away their changes, so they right-click the asset in Unity and select "Version Control/Revert." A user is about to edit an asset, but it isn't at the head revision, because someone else has recently checked in a change to the same file, the user right clicks the asset in Unity and select "Version Control/ Get Latest"Ģ. This issue appears both on Windows and OSXġ. Observe that everything is back to normal and shows correct references Select the ScriptableObjectReloadTest > Probe Container menu itemĨ. Select "Container" gameObject and in the Inspector modify the "Unrelated Data" field of the Scene Container scriptħ. Observe that the references still look brokenĦ. Select the ScriptableObjectReloadTest > Probe Container menu itemĥ. Observe that when accessed this way the reference is valid and the "Data" value is correctĤ. "Everything fine! (name="FooConfig" instanceID=2390 data="Foo8", ID=2) m_Config (via SerializedProperty)ģ. Observe the following output in the Unity Console: Note: This uses a different API to get the m_Config value, simulating what the Unity inspector is doingĢ. Select the ScriptableObjectReloadTest > Probe Container using SerializedObject menu item Observe as well that the "Data" value reported in the console is the old value from before we changed it outside Unityġ. Unity null (instanceID=2390 data="Foo7" ID=1) config at index 0(FooWrapper) of m_ConfigWrappersġ1. Unity null (instanceID=2390 data="Foo7" ID=1) config at index 0 of m_Configs "Unity null (instanceID=2390 data="Foo7" ID=1) m_Config Select the ScriptableObjectReloadTest > Probe Container menu itemġ0. Note: At this point, Unity will notice the file has been changed and silently reloads itĩ. Note: This simulates an external operation like a sync or reverts in source control that modifies the. Modify the last line to change the m_Data property of the assetħ. From Assets folder open the FooConfig.asset file in an external text editorĦ. "Everything fine! (name="FooConfig" instanceID=2390 data="Foo7", ID=1) m_ConfigĮverything fine! (name="FooConfig" instanceID=2390 data="Foo7", ID=1) config at index 0 of m_ConfigsĮverything fine! (name="FooConfig" instanceID=2390 data="Foo7", ID=1) config at index 0(FooWrapper) of m_ConfigWrappersĥ. Select the ScriptableObjectReloadTest > Probe Container menu itemĤ. Download attached project "ScriptableObjectReloadTest.zip" and open in Unityģ. However, for a while at least, any other objects (Like MonoBehaviours in the scene) that have a direct reference to the ScriptableObject will still be pointing to the destroyed instance.ġ. asset file containing a ScriptableObject is modified on disk, Unity destroys the existing ScriptableObject C# instance, then creates a new one and loads the modified file into it. JsonUtility.FromJsonOverwrite(json, this) Īnd then in your manager script call the load and save methods e.g.When a. ![]() Var filePath = Path.Combine(Application.persistentDataPath, FILENAME) ĭebug.LogWarning($"File \"\" not found!", this) Private const string FILENAME = "sss.dat" You would need to store your data instead in a local file stored on the device itself e.g. So after a build the data in the asset is kind of baked and you can change it at runtime but when restarting the app you will always re-load the data of the build. In a deployed build, however, you can’t use ScriptableObjects to save data, but you can use the saved data from the ScriptableObject Assets that you set up during development. When you use the Editor, you can save data to ScriptableObjects while editing and at run time because ScriptableObjects use the Editor namespace and Editor scripting. While changes in ScriptableObject within the UnityEditor are persistent, they are not persistent in a build! If (sss.coins >= 5 & sss.speed = 7 & sss.jump < maxcapj) Public class storemanager : MonoBehaviour Here is the code I use to display the coins float coinstext.text = () Īnd here is the whole store-manager script used to buy stuff using System Dose anybody know why this is? here is the code I have in my Scriptable object using UnityEngine this works in the editor but not in a build. ![]() It works fine in the editor but after I build it it wont work.what I mean by it wont work is after the player dies in the game depending on how long they live they will get a certain amount of coins when they go to the store they will see those coins displayed as a UI and they can spend them on things like speed and jump boost. In it I have a Scriptable object named "sss".It contains values like coins,speed,jump power. Hi I am new to unity and C# and I am making my first game. ![]()
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