I have a gameobject that uses a seed to create a random generator at runtime.
It’s relatively easy to make an inspector that allows the designer to set the seed before playing the game. I just tag the gameobject as [ExecuteInEditor] and set the seed from the inspector code.
By default the gameobject creates its own seed at runtime. I can report the seed from the inspector at runtime, but if the designer quits the play session, both the inspector and the gameobject are recreated, so I have no way of reporting the seed of the play session “just gone”.
Is there any key-value store anywhere that persists between the editor and play sessions that can transmit data back to the editor? Or is there another viable method for doing this?