Version: 2023.1
LanguageEnglish
  • C#

HideFlags.DontSave

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

The object will not be saved to the Scene. It will not be destroyed when a new Scene is loaded. It is a shortcut for HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor | HideFlags.DontUnloadUnusedAsset.

You must manually clear the object from memory using DestroyImmediate to avoid memory leaks.

For Prefab instances in a scene, you can set the hideflag on the Prefab instance handle object as a way to set the same hideflags on all the objects of the Prefab instance. (See PrefabUtility.GetPrefabInstanceHandle).

using System.IO;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;

// Creates new menu items under 'Examples' in the main menu. public class DontSaveExamples { [MenuItem("Examples/GameObject (and child) HideFlags.DontSave example")] static void DontSaveExample_RootWithDontSave() { //Setup hierarchy with root and one child GameObject rootGameObject = new GameObject("Root"); GameObject child = new GameObject("Child"); child.transform.parent = rootGameObject.transform;

rootGameObject.hideFlags = HideFlags.DontSave; //child.hideFlags = HideFlags.DontSave; //No difference for plain GameObjects as the root is marked with DontSave

//Load new scene EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);

//Both objects still exist as the root is marked with DontSave Debug.Log("Root name: " + rootGameObject.name + ", Child name: " + child.name);

//Remember to clean up, this also deleted the child GameObject Object.DestroyImmediate(rootGameObject); }

[MenuItem("Examples/Save Prefab with child HideFlags.DontSave example")] static void DontSaveExample_Prefab_ChildNotSavedToDisk() { //Ensure the existence of a Prefabs folder inside the Assets folder if (!Directory.Exists("Assets/Prefabs")) AssetDatabase.CreateFolder("Assets", "Prefabs");

//Setup hierarchy with root and one child GameObject rootGameObject = new GameObject("Root"); GameObject child = new GameObject("Child"); child.transform.parent = rootGameObject.transform;

//Mark child to prevent saving it child.hideFlags = HideFlags.DontSave;

//Save the Prefab asset GameObject prefabAsset = PrefabUtility.SaveAsPrefabAsset(rootGameObject, "Assets/Prefabs/Root.prefab");

//No children in prefab as the child was marked as DontSave. The childCount is 0. Debug.Log("Child GameObject in Prefab: " + prefabAsset.transform.childCount);

//Child still exists in scene. The childCount is 1. Debug.Log("Child GameObject in Scene GameObject: " + rootGameObject.transform.childCount);

//Load new scene EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);

//Child is deleted as it was a child of the root GameObject that got deleted in the scene transition if (child == null) Debug.Log("Child deleted correctly"); else Debug.Log("Child was not deleted successfully"); } }