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
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
|existing||An existing object to be persisted, or null to create a new object. If no persisted state is found, a non-null object will be returned as-is.|
|key||The key for the current VisualElement to be used with the persistence store on the EditorWindow.|
T The same object being passed in (or a new one if null was passed in), but possibly with its persistent state restored.
Takes a reference to an existing persisted object and a key and returns the object either filled with the persisted state or as-is.
Takes a reference to an existing (or null) persisted object and a key, ideally from VisualElement.GetFullHierarchicalPersistenceKey, and returns the object either filled with the persisted state or as-is. It will also create a new persisted object if its passed in null and no persisted state is found. This function will not save anything into the persistence store on the EditorWindow.
Did you find this page useful? Please give it a rating: