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This question was closed Mar 10, 2017 at 06:50 PM by ngrimesdev for the following reason:

I figured out what was wrong with my code.

avatar image
0
Question by ngrimesdev · Mar 12, 2017 at 10:29 PM · scriptableobjectcasting

implicit reference conversion from `RPGItem' to `UnityEngine.ScriptableObject'?

Hey there.

I'm working on this tutorial on youtube...

https://www.youtube.com/watch?v=al_ZHo8GV4E

And at about 4 minutes in I'm getting the following error:

 Assets/Editor/RPGItemUtility.cs(8,27): error CS0311: The type `RPGItem' cannot be used as type parameter `T' in the generic type or method `ScriptableObjectUtility.CreateAsset<T>()'. There is no implicit reference conversion from `RPGItem' to `UnityEngine.ScriptableObject'

I looked through the comments and did some google searching, but couldn't find any quick fixes. Any help would be appreciated.

Here's the code I have thus far:

 using System.Collections;
 using UnityEngine;
 using UnityEditor;
 
 public class RPGItemUtility{
     [MenuItem("Asset/Create/RPG/RPGItem")]
     static public void CreateItem(){
         ScriptableObjectUtility.CreateAsset<RPGItem>();
     }
 }

&

 using UnityEngine;
 using UnityEditor;
 using System.IO;
 
 public class ScriptableObjectUtility{
 
     /// <summary>
     /// This makes it easy to create, name and place unique new ScriptableObject asset files.
     /// </summary>
     public static void CreateAsset<T> () where T : ScriptableObject
     {
         T asset = ScriptableObject.CreateInstance<T> ();
 
         string path = AssetDatabase.GetAssetPath (Selection.activeObject);
         if (path == "") {
             path = "Assets";
         } else if (Path.GetExtension (path) != "") {
             path = path.Replace (Path.GetFileName (AssetDatabase.GetAssetPath (Selection.activeObject)), "");
         }
 
         string assetPathAndName = AssetDatabase.GenerateUniqueAssetPath (path + "/New" + typeof(T).ToString () + ".asset");
 
         AssetDatabase.CreateAsset (asset, assetPathAndName);
 
         AssetDatabase.SaveAssets ();
         AssetDatabase.Refresh ();
         EditorUtility.FocusProjectWindow ();
         Selection.activeObject = asset;
     }
 }

&

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class RPGItem : MonoBehaviour {
 
     public int itemID;
     public string itemName;
     public string itemDescription;
 }

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