target | 标记为“脏”的对象。 |
Marks target
object as dirty.
You can use SetDirty when you want to modify an object without creating an undo entry, but still ensure the change is registered and not lost. If the object is part of a Scene, the Scene is marked dirty. If the object may be part of a Prefab instance, you additionally need to call PrefabUtility.RecordPrefabInstancePropertyModifications to ensure a Prefab override is created.
If you do want to support undo, you should not call SetDirty but rather use Undo.RecordObject prior to making changes to an object, since this will both mark the object as dirty (or the object's Scene if it is part of a Scene) and provide an undo entry in the editor. You should still also call PrefabUtility.RecordPrefabInstancePropertyModifications if the object may be part of a Prefab instance.
When you create editor UI for manipulating an object, such as a custom editor to modify serialized properties on a component or asset, if possible, you should use the SerializedProperty system using SerializedObject.FindProperty, SerializedObject.Update, EditorGUILayout.PropertyField, and SerializedObject.ApplyModifiedProperties. This will automatically mark the object as dirty, create an undo entry, and ensure Prefab overrides are created if relevant.
另请参阅:GetDirtyCount、IsDirty。
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.