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Question by Xelnath · Feb 22, 2016 at 09:45 PM · editor-scriptingscene-loadingscene load5.3

How do I correctly edit an object in another scene?

I am using additive scenes, then have an editor function to modify a property an another object inside a different scene.

However, it's not saving the change when I hit play!!

Here's the code:

             var units = GameObject.FindObjectsOfType<BaseUnit>();
             foreach ( var unit in units )
             {
                 if ( unit.IsFirstPickUnit == true )
                 {
                     unit.IsFirstPickUnit = false;
                     if ( !Application.isPlaying )
                         EditorSceneManager.MarkSceneDirty( unit.gameObject.scene );
                 }
 
             }

But it doesn't work! The scene is correctly marked dirty, but the unit's flag is NOT changed.

So I tried this next:

             var units = GameObject.FindObjectsOfType<BaseUnit>();
             foreach ( var unit in units )
             {
                 if ( unit.IsFirstPickUnit == true )
                 {
                     unit.IsFirstPickUnit = false;
                     
                     var serializedObject = new UnityEditor.SerializedObject(unit);
                     var prop = serializedObject.FindProperty( "IsFirstPickUnit" );
                     prop.boolValue = false;
                     serializedObject.ApplyModifiedProperties();
                     serializedObject.SetIsDifferentCacheDirty();
                     serializedObject.Update();
                     
                     if ( !Application.isPlaying )
                         EditorSceneManager.MarkSceneDirty( unit.gameObject.scene );
                 }
 
             }

That didn't work either.

What am I doing wrong? It keeps leaving the flag as "true" on any object modified in another scene. (even if I hit save)

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Answer by ahmadgml32 · Jun 01, 2020 at 04:58 PM

check this out : https://answers.unity.com/questions/1222872/changing-something-in-another-scene-by-answering-c.html

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