Hey there, I hope this problem isn’t too much of a bother…
Basically when I create a field in a custom inspector for a value, in this test case an int, then change that in the custom inspector, when saving the scene/.unity file it doesn’t save the data:
Here’s the example code. The class/script’s name is O_Lists. This is attached to a game object:
public class O_Lists : MonoBehaviour {
[SerializeField]
public int TestInt;
}
In the editor script:
[CustomEditor(typeof(O_Lists))]
public class Editor_Inspectors_OLists : Editor {
O_Lists o_Lists;
void OnEnable() {
o_Lists = (O_Lists)target;
}
public override void OnInspectorGUI() {
DrawDefaultInspector ();
EditorGUILayout.BeginHorizontal ();
EditorGUILayout.LabelField("TestInt: ");
o_Lists.TestInt = EditorGUILayout.IntField (o_Lists.TestInt);
EditorGUILayout.EndHorizontal();
}
}
Here’s a (very quick) video of the problem: