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Question by fer-geraci · Mar 02, 2018 at 02:27 AM · serializationassetsscriptableobjectpersistence

Created Assets not persisting after closing/opening editor

I created an extension to create behavior trees.

Everyt$$anonymous$$ng works find w$$anonymous$$le in the editor/gameplay, the main issue that even after creating the asset and persisting the scriptable object to disk, once I re open the editor, it wont be loaded.

I put a quick video to demonstrate the behavior here.

The code, to create such an asset is the following:

     private NPCNode CreateTree(Node parent, string path) {
         NPCNode n = (NPCNode) MakeNode(parent);
         if(parent.Parent == null) {
             AssetDatabase.CreateAsset(n, path);
         }
         foreach(Node c in parent.C$$anonymous$$ldren) {
             NPCNode node = CreateTree(c, path);
             if (!n.AddC$$anonymous$$ld(node))
                 Debug.Log("Failed adding c$$anonymous$$ld " + c + " to parent " + parent);
             else {
                 AssetDatabase.AddObjectToAsset(node, path);
                 Undo.RegisterCreatedObjectUndo(node, node.name);
             }
         }
         Undo.RegisterCreatedObjectUndo(n, n.name);
         return n;
     }

     private NPCNode MakeNode(Node n) {
         NPCNode node = null;
         object[] pms = new object[] { null };
         if (n.isLeaf) {
             List<object> parameters = new List<object>();
             foreach(ParameterInfo p in n.NodeType.GetConstructors()[0].GetParameters()) {
                 parameters.Add(n.Parameters[p.Name]);
             }
             pms = parameters.ToArray();
         }
         node = NPCNode.CreateInstance(NodeTypes[n.NodeTypeName]);
         node.Initialize(pms);
         return node;
     }

Finally, after creating the tree, the following code executes:

 g_LastBakedTree = CreateTree(root,path);
 AssetDatabase.Refresh();
 EditorUtility.SetDirty(g_LastBakedTree);
 AssetDatabase.SaveAssets();

Any help will be greatly appreciated it.

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Answer by fer-geraci · Mar 02, 2018 at 07:09 PM

I found what was happening. Unity doesn't like classes in same file:

 BTEditor.cs:

 [Serializable]
 class NodeList : ScriptableObject {
      ...
 }

 [Serializable]
 class Node : ScriptableObject {
 ...
 }

So I created separate files for each, and BAM! everyt$$anonymous$$ng started working fine.

Every object is persisted now on close/open load/unload etc...

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