saving to prefab with classes from other scritps

I’ve created a simple class which uses another class from a different script:

using UnityEngine;

public class SimpleClass : MonoBehaviour {

    public DifferentScript.AnotherClass example;
    public int test = 0;

}

I then used another script to create and save an empty GameObject with this “SimpleClass” to my asset folder as a prefab.

public class SaveObject : EditorWindow {

    public static void SavePrefab(GameObject item, string path)
    {
        Object prefab = PrefabUtility.CreatePrefab(path, item);
    }
}

&

using UnityEngine;

public class SavingScript : MonoBehaviour {

    public GameObject objectWithSimpleClass;

	void Start () {
        save();
	}
	void save()
    {
        GameObject obj = Instantiate(objectWithSimpleClass);
        obj.GetComponent<SimpleClass>().examle = randomdata;
        obj.GetComponent<SimpleClass>().test = 1;
        SaveObject.SavePrefab(obj, path);
    }
	
}

The Prefab is saved without errors, and the int test is equal to 1, just like i set it in the save() function. However “example” is set to null and does not save “randomdata”. How do i fix this?,

I’ve found the solution: you can’t save custom classes in this way by default, as they are not “serialised”.
To be able to save them you need to serialise them first.