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Question by holdingjupiter · Oct 07, 2015 at 03:32 PM · genericloopsstatsexecuteineditmodedonotdestroy

How to hold information for the split second between running game and returning to edit mode.

I've been writing this sick generic stat system which updates all scripts formed by the stats on every editor update. It's based on arrays and lists and some execute in edit mode tomfoolery (not an editor script). It does throw some errors (especially like: when adding a new item to one of the stat lists) but from seeing other unity plug-ins in action, that may be unavoidable at some level. The one major issue I'm struggling with is every time I come back from edit mode there is this split second where all input information is erased (probably from using arrays. You have to create a new empty one every time the stat count changes). It would be easiest for me if I could set each script's individual stat ints so I could assign each npc's abilities creatively. Unfortunately it seems because of the system, everything on the script wants to reset after playmode. I know there is a way of sending the info to an xml file, but that is a skill I don't have yet and I'd like to solve it with the tools I have at hand. Any thoughts? I'm just not sure what space or terms I would need to call in to keep some serialized information on a script like that. Thanks for your time.

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