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ScriptableObject does not show up in Inspector when Unity is closed and then reopened
Unity: CustomDrawers for ScriptableObjects?Can't assign ScriptableObject in inspectorUnity: Inspector can't find field of ScriptableObjectAlign variables horizontally in unity inspectorWhy are nested resources references in a ScriptableObject asset not loaded?Weaver failure: unable to locate assemblies (no matching project) for: Temp/Assembly-CSharp.dllShow the array in the Inspector (Unity)Unity ScriptableObjects and DontDestroyOnLoadSerializable class is not shown in custom inspectorUnity ScriptableObject Loading Behaviour
Like title,I didn't create a custom inspector for ScriptableObject,and I googled, most of the answers are using SetDirty(object) but it did't work.When I modify any of the code in the project and Unity will refactor the C# code, some of the ScriptableObjects will be displayed in the Inspector panel,not all SOs are displayed but partially displayed,I checked these displayed SOs,data is not lost;When I reopen the project again,and then click SO in Project panel,Inspector panel has nothing;
as you can see, MouseModuleData is not display which is created from last time i opened Unity,MouseModuleData1 is created from this time;So I think if there is a problem with my data structure.
/// <summary>
/// Base Class of Module Data
/// </summary>
public abstract class PitchModuleBaseData : ScriptableObject, IEnumerable
public abstract IEnumerator GetEnumerator();
/// <summary>
/// Face Module Data
/// </summary>
[System.Serializable, CreateAssetMenu(fileName = "MouseModuleData", menuName = "AvatarData/MouseModuleData")]
public class MouthModuleData : PitchModuleBaseData
public BoneData MouthCornerLeft;
public BoneData MouthCornerRight;
public BoneData LeapUp;
public BoneData LeapMiddle;
public BoneData LeapDown;
public BoneData MouseRoot;
public MouthModuleData()
MouthCornerLeft = new BoneData(PitchFaceConst.Mouth_CornerL, PitchFaceConst.Mouth_CornerR);
MouthCornerRight = new BoneData(PitchFaceConst.Mouth_CornerR, PitchFaceConst.Mouth_CornerL);
LeapDown = new BoneData(PitchFaceConst.Mouth_LeapDown);
LeapMiddle = new BoneData(PitchFaceConst.Mouth_LeapMiddle);
LeapUp = new BoneData(PitchFaceConst.Mouth_LeapUp);
MouseRoot = new BoneData(PitchFaceConst.Mouth_Root);
public override IEnumerator GetEnumerator()
BoneData[] arr = new BoneData[6];
arr[0] = MouthCornerLeft;
arr[1] = MouthCornerRight;
arr[2] = LeapUp;
arr[3] = LeapDown;
arr[4] = MouseRoot;
arr[5] = LeapMiddle;
return new DataEnumerator(arr);
So I did a test; I created a data like the one above.
public abstract class ABData : ScriptableObject, IEnumerable
public abstract IEnumerator GetEnumerator();
[System.Serializable, CreateAssetMenu(fileName = "TestData", menuName = "Create/TestData")]
public class TestData : ABData
public TestData()
data = new BoneData();
Middle = new BoneData(PitchFaceConst.Eye_Mid);
Left = new BoneData(PitchFaceConst.Eye_Left, PitchFaceConst.Eye_Right);
Right = new BoneData(PitchFaceConst.Eye_Right, PitchFaceConst.Eye_Left);
EyeLeft1 = new BoneData(PitchFaceConst.Eye_L1, PitchFaceConst.Eye_R1);
EyeLeft2 = new BoneData(PitchFaceConst.Eye_L2, PitchFaceConst.Eye_R2);
EyeLeft3 = new BoneData(PitchFaceConst.Eye_L3, PitchFaceConst.Eye_R3);
EyeLeft4 = new BoneData(PitchFaceConst.Eye_L4, PitchFaceConst.Eye_R4);
EyeRight1 = new BoneData(PitchFaceConst.Eye_R1, PitchFaceConst.Eye_L1);
EyeRight2 = new BoneData(PitchFaceConst.Eye_R2, PitchFaceConst.Eye_L2);
EyeRight3 = new BoneData(PitchFaceConst.Eye_R3, PitchFaceConst.Eye_L3);
EyeRight4 = new BoneData(PitchFaceConst.Eye_R4, PitchFaceConst.Eye_L4);
public BoneData data;
public BoneData Middle;
public BoneData Left;
public BoneData Right;
public BoneData EyeLeft1;
public BoneData EyeLeft2;
public BoneData EyeLeft3;
public BoneData EyeLeft4;
public BoneData EyeRight1;
public BoneData EyeRight2;
public BoneData EyeRight3;
public BoneData EyeRight4;
public override IEnumerator GetEnumerator()
throw new System.NotImplementedException();
Then let me go crazy, something happened.TheTestData is Showed as normal Whether it is reopened or not, it works just like a normal OS.
Please help me, let me get on the right track.
unity3d
add a comment |
Like title,I didn't create a custom inspector for ScriptableObject,and I googled, most of the answers are using SetDirty(object) but it did't work.When I modify any of the code in the project and Unity will refactor the C# code, some of the ScriptableObjects will be displayed in the Inspector panel,not all SOs are displayed but partially displayed,I checked these displayed SOs,data is not lost;When I reopen the project again,and then click SO in Project panel,Inspector panel has nothing;
as you can see, MouseModuleData is not display which is created from last time i opened Unity,MouseModuleData1 is created from this time;So I think if there is a problem with my data structure.
/// <summary>
/// Base Class of Module Data
/// </summary>
public abstract class PitchModuleBaseData : ScriptableObject, IEnumerable
public abstract IEnumerator GetEnumerator();
/// <summary>
/// Face Module Data
/// </summary>
[System.Serializable, CreateAssetMenu(fileName = "MouseModuleData", menuName = "AvatarData/MouseModuleData")]
public class MouthModuleData : PitchModuleBaseData
public BoneData MouthCornerLeft;
public BoneData MouthCornerRight;
public BoneData LeapUp;
public BoneData LeapMiddle;
public BoneData LeapDown;
public BoneData MouseRoot;
public MouthModuleData()
MouthCornerLeft = new BoneData(PitchFaceConst.Mouth_CornerL, PitchFaceConst.Mouth_CornerR);
MouthCornerRight = new BoneData(PitchFaceConst.Mouth_CornerR, PitchFaceConst.Mouth_CornerL);
LeapDown = new BoneData(PitchFaceConst.Mouth_LeapDown);
LeapMiddle = new BoneData(PitchFaceConst.Mouth_LeapMiddle);
LeapUp = new BoneData(PitchFaceConst.Mouth_LeapUp);
MouseRoot = new BoneData(PitchFaceConst.Mouth_Root);
public override IEnumerator GetEnumerator()
BoneData[] arr = new BoneData[6];
arr[0] = MouthCornerLeft;
arr[1] = MouthCornerRight;
arr[2] = LeapUp;
arr[3] = LeapDown;
arr[4] = MouseRoot;
arr[5] = LeapMiddle;
return new DataEnumerator(arr);
So I did a test; I created a data like the one above.
public abstract class ABData : ScriptableObject, IEnumerable
public abstract IEnumerator GetEnumerator();
[System.Serializable, CreateAssetMenu(fileName = "TestData", menuName = "Create/TestData")]
public class TestData : ABData
public TestData()
data = new BoneData();
Middle = new BoneData(PitchFaceConst.Eye_Mid);
Left = new BoneData(PitchFaceConst.Eye_Left, PitchFaceConst.Eye_Right);
Right = new BoneData(PitchFaceConst.Eye_Right, PitchFaceConst.Eye_Left);
EyeLeft1 = new BoneData(PitchFaceConst.Eye_L1, PitchFaceConst.Eye_R1);
EyeLeft2 = new BoneData(PitchFaceConst.Eye_L2, PitchFaceConst.Eye_R2);
EyeLeft3 = new BoneData(PitchFaceConst.Eye_L3, PitchFaceConst.Eye_R3);
EyeLeft4 = new BoneData(PitchFaceConst.Eye_L4, PitchFaceConst.Eye_R4);
EyeRight1 = new BoneData(PitchFaceConst.Eye_R1, PitchFaceConst.Eye_L1);
EyeRight2 = new BoneData(PitchFaceConst.Eye_R2, PitchFaceConst.Eye_L2);
EyeRight3 = new BoneData(PitchFaceConst.Eye_R3, PitchFaceConst.Eye_L3);
EyeRight4 = new BoneData(PitchFaceConst.Eye_R4, PitchFaceConst.Eye_L4);
public BoneData data;
public BoneData Middle;
public BoneData Left;
public BoneData Right;
public BoneData EyeLeft1;
public BoneData EyeLeft2;
public BoneData EyeLeft3;
public BoneData EyeLeft4;
public BoneData EyeRight1;
public BoneData EyeRight2;
public BoneData EyeRight3;
public BoneData EyeRight4;
public override IEnumerator GetEnumerator()
throw new System.NotImplementedException();
Then let me go crazy, something happened.TheTestData is Showed as normal Whether it is reopened or not, it works just like a normal OS.
Please help me, let me get on the right track.
unity3d
I see the script is lost, may be the problem.
– shingo
Mar 7 at 3:20
yes ! thank you !
– Marsir
Mar 7 at 3:48
add a comment |
Like title,I didn't create a custom inspector for ScriptableObject,and I googled, most of the answers are using SetDirty(object) but it did't work.When I modify any of the code in the project and Unity will refactor the C# code, some of the ScriptableObjects will be displayed in the Inspector panel,not all SOs are displayed but partially displayed,I checked these displayed SOs,data is not lost;When I reopen the project again,and then click SO in Project panel,Inspector panel has nothing;
as you can see, MouseModuleData is not display which is created from last time i opened Unity,MouseModuleData1 is created from this time;So I think if there is a problem with my data structure.
/// <summary>
/// Base Class of Module Data
/// </summary>
public abstract class PitchModuleBaseData : ScriptableObject, IEnumerable
public abstract IEnumerator GetEnumerator();
/// <summary>
/// Face Module Data
/// </summary>
[System.Serializable, CreateAssetMenu(fileName = "MouseModuleData", menuName = "AvatarData/MouseModuleData")]
public class MouthModuleData : PitchModuleBaseData
public BoneData MouthCornerLeft;
public BoneData MouthCornerRight;
public BoneData LeapUp;
public BoneData LeapMiddle;
public BoneData LeapDown;
public BoneData MouseRoot;
public MouthModuleData()
MouthCornerLeft = new BoneData(PitchFaceConst.Mouth_CornerL, PitchFaceConst.Mouth_CornerR);
MouthCornerRight = new BoneData(PitchFaceConst.Mouth_CornerR, PitchFaceConst.Mouth_CornerL);
LeapDown = new BoneData(PitchFaceConst.Mouth_LeapDown);
LeapMiddle = new BoneData(PitchFaceConst.Mouth_LeapMiddle);
LeapUp = new BoneData(PitchFaceConst.Mouth_LeapUp);
MouseRoot = new BoneData(PitchFaceConst.Mouth_Root);
public override IEnumerator GetEnumerator()
BoneData[] arr = new BoneData[6];
arr[0] = MouthCornerLeft;
arr[1] = MouthCornerRight;
arr[2] = LeapUp;
arr[3] = LeapDown;
arr[4] = MouseRoot;
arr[5] = LeapMiddle;
return new DataEnumerator(arr);
So I did a test; I created a data like the one above.
public abstract class ABData : ScriptableObject, IEnumerable
public abstract IEnumerator GetEnumerator();
[System.Serializable, CreateAssetMenu(fileName = "TestData", menuName = "Create/TestData")]
public class TestData : ABData
public TestData()
data = new BoneData();
Middle = new BoneData(PitchFaceConst.Eye_Mid);
Left = new BoneData(PitchFaceConst.Eye_Left, PitchFaceConst.Eye_Right);
Right = new BoneData(PitchFaceConst.Eye_Right, PitchFaceConst.Eye_Left);
EyeLeft1 = new BoneData(PitchFaceConst.Eye_L1, PitchFaceConst.Eye_R1);
EyeLeft2 = new BoneData(PitchFaceConst.Eye_L2, PitchFaceConst.Eye_R2);
EyeLeft3 = new BoneData(PitchFaceConst.Eye_L3, PitchFaceConst.Eye_R3);
EyeLeft4 = new BoneData(PitchFaceConst.Eye_L4, PitchFaceConst.Eye_R4);
EyeRight1 = new BoneData(PitchFaceConst.Eye_R1, PitchFaceConst.Eye_L1);
EyeRight2 = new BoneData(PitchFaceConst.Eye_R2, PitchFaceConst.Eye_L2);
EyeRight3 = new BoneData(PitchFaceConst.Eye_R3, PitchFaceConst.Eye_L3);
EyeRight4 = new BoneData(PitchFaceConst.Eye_R4, PitchFaceConst.Eye_L4);
public BoneData data;
public BoneData Middle;
public BoneData Left;
public BoneData Right;
public BoneData EyeLeft1;
public BoneData EyeLeft2;
public BoneData EyeLeft3;
public BoneData EyeLeft4;
public BoneData EyeRight1;
public BoneData EyeRight2;
public BoneData EyeRight3;
public BoneData EyeRight4;
public override IEnumerator GetEnumerator()
throw new System.NotImplementedException();
Then let me go crazy, something happened.TheTestData is Showed as normal Whether it is reopened or not, it works just like a normal OS.
Please help me, let me get on the right track.
unity3d
Like title,I didn't create a custom inspector for ScriptableObject,and I googled, most of the answers are using SetDirty(object) but it did't work.When I modify any of the code in the project and Unity will refactor the C# code, some of the ScriptableObjects will be displayed in the Inspector panel,not all SOs are displayed but partially displayed,I checked these displayed SOs,data is not lost;When I reopen the project again,and then click SO in Project panel,Inspector panel has nothing;
as you can see, MouseModuleData is not display which is created from last time i opened Unity,MouseModuleData1 is created from this time;So I think if there is a problem with my data structure.
/// <summary>
/// Base Class of Module Data
/// </summary>
public abstract class PitchModuleBaseData : ScriptableObject, IEnumerable
public abstract IEnumerator GetEnumerator();
/// <summary>
/// Face Module Data
/// </summary>
[System.Serializable, CreateAssetMenu(fileName = "MouseModuleData", menuName = "AvatarData/MouseModuleData")]
public class MouthModuleData : PitchModuleBaseData
public BoneData MouthCornerLeft;
public BoneData MouthCornerRight;
public BoneData LeapUp;
public BoneData LeapMiddle;
public BoneData LeapDown;
public BoneData MouseRoot;
public MouthModuleData()
MouthCornerLeft = new BoneData(PitchFaceConst.Mouth_CornerL, PitchFaceConst.Mouth_CornerR);
MouthCornerRight = new BoneData(PitchFaceConst.Mouth_CornerR, PitchFaceConst.Mouth_CornerL);
LeapDown = new BoneData(PitchFaceConst.Mouth_LeapDown);
LeapMiddle = new BoneData(PitchFaceConst.Mouth_LeapMiddle);
LeapUp = new BoneData(PitchFaceConst.Mouth_LeapUp);
MouseRoot = new BoneData(PitchFaceConst.Mouth_Root);
public override IEnumerator GetEnumerator()
BoneData[] arr = new BoneData[6];
arr[0] = MouthCornerLeft;
arr[1] = MouthCornerRight;
arr[2] = LeapUp;
arr[3] = LeapDown;
arr[4] = MouseRoot;
arr[5] = LeapMiddle;
return new DataEnumerator(arr);
So I did a test; I created a data like the one above.
public abstract class ABData : ScriptableObject, IEnumerable
public abstract IEnumerator GetEnumerator();
[System.Serializable, CreateAssetMenu(fileName = "TestData", menuName = "Create/TestData")]
public class TestData : ABData
public TestData()
data = new BoneData();
Middle = new BoneData(PitchFaceConst.Eye_Mid);
Left = new BoneData(PitchFaceConst.Eye_Left, PitchFaceConst.Eye_Right);
Right = new BoneData(PitchFaceConst.Eye_Right, PitchFaceConst.Eye_Left);
EyeLeft1 = new BoneData(PitchFaceConst.Eye_L1, PitchFaceConst.Eye_R1);
EyeLeft2 = new BoneData(PitchFaceConst.Eye_L2, PitchFaceConst.Eye_R2);
EyeLeft3 = new BoneData(PitchFaceConst.Eye_L3, PitchFaceConst.Eye_R3);
EyeLeft4 = new BoneData(PitchFaceConst.Eye_L4, PitchFaceConst.Eye_R4);
EyeRight1 = new BoneData(PitchFaceConst.Eye_R1, PitchFaceConst.Eye_L1);
EyeRight2 = new BoneData(PitchFaceConst.Eye_R2, PitchFaceConst.Eye_L2);
EyeRight3 = new BoneData(PitchFaceConst.Eye_R3, PitchFaceConst.Eye_L3);
EyeRight4 = new BoneData(PitchFaceConst.Eye_R4, PitchFaceConst.Eye_L4);
public BoneData data;
public BoneData Middle;
public BoneData Left;
public BoneData Right;
public BoneData EyeLeft1;
public BoneData EyeLeft2;
public BoneData EyeLeft3;
public BoneData EyeLeft4;
public BoneData EyeRight1;
public BoneData EyeRight2;
public BoneData EyeRight3;
public BoneData EyeRight4;
public override IEnumerator GetEnumerator()
throw new System.NotImplementedException();
Then let me go crazy, something happened.TheTestData is Showed as normal Whether it is reopened or not, it works just like a normal OS.
Please help me, let me get on the right track.
unity3d
unity3d
asked Mar 7 at 2:59
MarsirMarsir
163
163
I see the script is lost, may be the problem.
– shingo
Mar 7 at 3:20
yes ! thank you !
– Marsir
Mar 7 at 3:48
add a comment |
I see the script is lost, may be the problem.
– shingo
Mar 7 at 3:20
yes ! thank you !
– Marsir
Mar 7 at 3:48
I see the script is lost, may be the problem.
– shingo
Mar 7 at 3:20
I see the script is lost, may be the problem.
– shingo
Mar 7 at 3:20
yes ! thank you !
– Marsir
Mar 7 at 3:48
yes ! thank you !
– Marsir
Mar 7 at 3:48
add a comment |
1 Answer
1
active
oldest
votes
SOLVED:
I put all ScriptableObject code in one .cs file, After reload the project,Unity can't find the ScriptableObject script instanceID,you can let Inspector to DEBUG mode to check!
The answer is every ScriptableObject you should have a reference .cs file with it along;
In general it is allways way batter and cleaner to have one.cs
file for each individual class, struct, enum, etc definition! First of all because it is way easier to find your individual types than and second a file/type you didn't change doesn't have to get recompiled -> if you have all your implementation in one single file it has to recompile the entire file every time you make a small change in one of the definitions!!
– derHugo
Mar 7 at 8:52
add a comment |
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1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
SOLVED:
I put all ScriptableObject code in one .cs file, After reload the project,Unity can't find the ScriptableObject script instanceID,you can let Inspector to DEBUG mode to check!
The answer is every ScriptableObject you should have a reference .cs file with it along;
In general it is allways way batter and cleaner to have one.cs
file for each individual class, struct, enum, etc definition! First of all because it is way easier to find your individual types than and second a file/type you didn't change doesn't have to get recompiled -> if you have all your implementation in one single file it has to recompile the entire file every time you make a small change in one of the definitions!!
– derHugo
Mar 7 at 8:52
add a comment |
SOLVED:
I put all ScriptableObject code in one .cs file, After reload the project,Unity can't find the ScriptableObject script instanceID,you can let Inspector to DEBUG mode to check!
The answer is every ScriptableObject you should have a reference .cs file with it along;
In general it is allways way batter and cleaner to have one.cs
file for each individual class, struct, enum, etc definition! First of all because it is way easier to find your individual types than and second a file/type you didn't change doesn't have to get recompiled -> if you have all your implementation in one single file it has to recompile the entire file every time you make a small change in one of the definitions!!
– derHugo
Mar 7 at 8:52
add a comment |
SOLVED:
I put all ScriptableObject code in one .cs file, After reload the project,Unity can't find the ScriptableObject script instanceID,you can let Inspector to DEBUG mode to check!
The answer is every ScriptableObject you should have a reference .cs file with it along;
SOLVED:
I put all ScriptableObject code in one .cs file, After reload the project,Unity can't find the ScriptableObject script instanceID,you can let Inspector to DEBUG mode to check!
The answer is every ScriptableObject you should have a reference .cs file with it along;
answered Mar 7 at 3:51
MarsirMarsir
163
163
In general it is allways way batter and cleaner to have one.cs
file for each individual class, struct, enum, etc definition! First of all because it is way easier to find your individual types than and second a file/type you didn't change doesn't have to get recompiled -> if you have all your implementation in one single file it has to recompile the entire file every time you make a small change in one of the definitions!!
– derHugo
Mar 7 at 8:52
add a comment |
In general it is allways way batter and cleaner to have one.cs
file for each individual class, struct, enum, etc definition! First of all because it is way easier to find your individual types than and second a file/type you didn't change doesn't have to get recompiled -> if you have all your implementation in one single file it has to recompile the entire file every time you make a small change in one of the definitions!!
– derHugo
Mar 7 at 8:52
In general it is allways way batter and cleaner to have one
.cs
file for each individual class, struct, enum, etc definition! First of all because it is way easier to find your individual types than and second a file/type you didn't change doesn't have to get recompiled -> if you have all your implementation in one single file it has to recompile the entire file every time you make a small change in one of the definitions!!– derHugo
Mar 7 at 8:52
In general it is allways way batter and cleaner to have one
.cs
file for each individual class, struct, enum, etc definition! First of all because it is way easier to find your individual types than and second a file/type you didn't change doesn't have to get recompiled -> if you have all your implementation in one single file it has to recompile the entire file every time you make a small change in one of the definitions!!– derHugo
Mar 7 at 8:52
add a comment |
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I see the script is lost, may be the problem.
– shingo
Mar 7 at 3:20
yes ! thank you !
– Marsir
Mar 7 at 3:48