Generic class for storing Editor state.
The ScriptableSingleton generic class allows you to create 'Manager' type classes in the Unity Editor. In classes that derive from ScriptableSingleton, serializable data you add survives assembly reloading in the Editor. Also, if the class uses the FilePathAttribute, the serializable data persists between sessions of Unity.
using System.Collections.Generic; using UnityEditor; using UnityEngine;
[FilePath("SomeSubFolder/StateFile.foo", FilePathAttribute.Location.PreferencesFolder)] public class MySingleton : ScriptableSingleton<MySingleton> { [SerializeField] float m_Number = 42;
[SerializeField] List<string> m_Strings = new List<string>();
public void Modify() { m_Number *= 2; m_Strings.Add("Foo" + m_Number);
Save(true); Debug.Log("Saved to: " + GetFilePath()); }
public void Log() { Debug.Log("MySingleton state: " + JsonUtility.ToJson(this, true)); } }
static class MySingletonMenuItems { [MenuItem("SingletonTest/Log")] static void LogMySingletonState() { MySingleton.instance.Log(); }
[MenuItem("SingletonTest/Modify")] static void ModifyMySingletonState() { MySingleton.instance.Modify(); } }
instance | Gets the instance of the Singleton. Unity creates the Singleton instance when this property is accessed for the first time. If you use the FilePathAttribute, then Unity loads the data on the first access as well. |
Save | Saves the current state of the ScriptableSingleton. |
GetFilePath | Get the file path where this ScriptableSingleton is saved to. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
CreateInstance | Creates an instance of a scriptable object. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |
Awake | This function is called when the ScriptableObject script is started. |
OnDestroy | This function is called when the scriptable object will be destroyed. |
OnDisable | This function is called when the scriptable object goes out of scope. |
OnEnable | This function is called when the object is loaded. |
OnValidate | This function is called when the script is loaded or a value is changed in the Inspector (Called in the editor only). |
Reset | Reset to default values. |