ScriptableSingleton<T0>
class in
UnityEditor
/
Inherits from:ScriptableObject
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Description
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();
}
}
Static Properties
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. |
Protected Methods
Save | Saves the current state of the ScriptableSingleton. |
Static Methods
GetFilePath | Get the file path where this ScriptableSingleton is saved to. |
Inherited Members
Properties
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
Static Methods
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. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
CreateInstance | Creates an instance of a scriptable object. |
Operators
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. |
Messages
Awake | Called when an instance of ScriptableObject is created. |
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 | Editor-only function that Unity calls when the script is loaded or a value changes in the Inspector. |
Reset | Reset to default values. |