public void SaveChanges ();


Performs a save action on the contents of the window.

Override SaveChanges() when using the EditorWindow.hasUnsavedChanges property so that a user will not lose unsaved work when a window is closed. The Editor also calls this method internally when the user closes the window. Once called, the Editor prompts the user to save changes. When overring the method, be sure to call the base implementation or else the EditorWindow.hasUnsavedChanges property is not reset to false. Note, if the Editor has multiple prompts to the user to save their changes, the Editor will call this method as part of a list of changes that need saving. Unity cancels the save process for all remaining prompts if this method throws an exception. In this case, you will find an error message with the exception message displayed in a dialog box.

// C# Example
// Script that demonstrates the unsaved changes API

using UnityEngine; using UnityEditor;

public class UnsavedChangesExampleWindow : EditorWindow { [MenuItem("Example/Editor Window With Unsaved Changes")] static void Init() { UnsavedChangesExampleWindow window = (UnsavedChangesExampleWindow)EditorWindow.GetWindowWithRect(typeof(UnsavedChangesExampleWindow), new Rect(100, 100, 400, 400));

window.saveChangesMessage = "This window has unsaved changes. Would you like to save?"; window.Show(); }

void OnGUI() { saveChangesMessage = EditorGUILayout.TextField(saveChangesMessage);

EditorGUILayout.LabelField(hasUnsavedChanges ? "I have changes!" : "No changes.", EditorStyles.wordWrappedLabel); EditorGUILayout.LabelField("Try to close the window.");

if (GUILayout.Button("Create unsaved changes")) hasUnsavedChanges = true;

if (GUILayout.Button("Save")) SaveChanges(); }

public override void SaveChanges() { // Your custom save procedures here

Debug.Log($"{this} saved successfully!!!"); base.SaveChanges(); } }