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 Variables

instanceGets 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 Functions

SaveSaves the current state of the ScriptableSingleton.

Static Functions

GetFilePathGet the file path where this ScriptableSingleton is saved to.

Inherited members

Variables

hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Functions

GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the object.

Static Functions

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeGets a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.
CreateInstanceCreates an instance of a scriptable object.

Operators

boolDoes 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

AwakeThis function is called when the ScriptableObject script is started.
OnDestroyThis function is called when the scriptable object will be destroyed.
OnDisableThis function is called when the scriptable object goes out of scope.
OnEnableThis function is called when the object is loaded.
OnValidateThis function is called when the script is loaded or a value is changed in the Inspector (Called in the editor only).
ResetReset to default values.