class in UnityEditor
/
Inherits from:ScriptableObject
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Close Your name Your email Suggestion* DescriptionGeneric class for storing Editor state.
The ScriptableSingleton generic class allows you to create 'Manager' type classes in the Unity Editor. In classes that derive from ScriptableSingleton, serializable data you add survives assembly reloading in the Editor. Also, if the class uses the FilePathAttribute, the serializable data persists between sessions of Unity.
using System.Collections.Generic; using UnityEditor; using UnityEngine;Static Properties Property Description instance Gets the instance of the Singleton. Unity creates the Singleton instance when this property is accessed for the first time. If you use the FilePathAttribute, then Unity loads the data on the first access as well. Protected Methods Method Description Save Saves the current state of the ScriptableSingleton. Static Methods Method Description GetFilePath Get the file path where this ScriptableSingleton is saved to. Inherited Members Properties Property Description hideFlags Should the object be hidden, saved with the Scene or modifiable by the user? name The name of the object. Public Methods Method Description GetInstanceID Gets the instance ID of the object. ToString Returns the name of the object. Static Methods Method Description Destroy Removes a GameObject, component or asset. DestroyImmediate Destroys the object obj immediately. You are strongly recommended to use Destroy instead. DontDestroyOnLoad Do not destroy the target Object when loading a new Scene. FindAnyObjectByType Retrieves any active loaded object of Type type. FindFirstObjectByType Retrieves the first active loaded object of Type type. FindObjectsByType Retrieves a list of all loaded objects of Type type. Instantiate Clones the object original and returns the clone. InstantiateAsync Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. CreateInstance Creates an instance of a scriptable object. Operators Operator Description bool Does the object exist? operator != Compares if two objects refer to a different object. operator == Compares two object references to see if they refer to the same object. Messages Message Description Awake Called when an instance of ScriptableObject is created. OnDestroy This function is called when the scriptable object will be destroyed. OnDisable This function is called when the scriptable object goes out of scope. OnEnable This function is called when the object is loaded. OnValidate Editor-only function that Unity calls when the script is loaded or a value changes in the Inspector. Reset Reset to default values.[FilePath("SomeSubFolder/StateFile.foo", FilePathAttribute.Location.PreferencesFolder)] public class MySingleton : ScriptableSingleton<MySingleton> { [SerializeField] float m_Number = 42;
[SerializeField] List<string> m_Strings = new List<string>();
public void Modify() { m_Number *= 2; m_Strings.Add("Foo" + m_Number);
Save(true); Debug.Log("Saved to: " + GetFilePath()); }
public void Log() { Debug.Log("MySingleton state: " + JsonUtility.ToJson(this, true)); } }
static class MySingletonMenuItems { [MenuItem("SingletonTest/Log")] static void LogMySingletonState() { MySingleton.instance.Log(); }
[MenuItem("SingletonTest/Modify")] static void ModifyMySingletonState() { MySingleton.instance.Modify(); } }
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