• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Polymo · Jun 23, 2016 at 09:08 AM · assetserializationscriptableobjectassetdatabasenull reference

AddObjectToAsset (reference) becomes null

Hi, i have method that creates an asset (AssetDatabase.CreateAsset) from a ScriptableObject instance, and adds other ScriptableObjects to it's list, then adds (AssetDatabase.AddToObject) these to the asset too. The problem i had was that exactly after i added them, i inspected the asset and all references had become null. I suspected an unintuitive feature of CreateAsset and delayed the AddToObject by an editorupdate after the CreateAsset and this time they didn't become null refs. My question is:
Is this the 'correct' way to do it (Or do i have to expect it to break unexpectedly later on)?

(It seems the CreateAsset call doesn't actually create the asset right away but queues it for creation somehow, even though this is not mentioned in the documentation, so i'm wondering)

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Polymo · Jun 23, 2016 at 09:14 AM 0
Share

Update: i just did a reimport on the asset that seemed to be fine, but after the reimport it did lose the references too :-(

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Polymo · Jun 23, 2016 at 09:56 AM

Ok, i found the problem. It looks like i need to hit save (ctrl+s) or call AssetDatabase.SaveAssets (inconvient - saves everything) to persist the assets, as even taking focus from the unity window and re-fokussing it makes it lose the references otherwise... (i could understand, if it didn't persist them through a restart, but only via refocussing is a bit too sensitive)

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

45 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Custom assets give Missing (Mono Script) 0 Answers

.asset file containing ScriptableObject is empty on openingUnity 1 Answer

"Save As..." Saving level assets at Runtime 0 Answers

[Solved]Why doesn't my ScriptableObject based asset save using a custom inspector ? 1 Answer

Serializing a collection of ScriptableObjects to an ASSET file? 1 Answer

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges