how do you save a graph?

compile is automatic, save is not so i lost 2 graphs (loads of crashing when doing vfx graph stuff with render texture as input)
i press ctrl+s = nothing, still the * in the tab
I look at the buttons on top, no save
6607780--751795--upload_2020-12-10_3-39-6.png
context menu, no save either
6607780--751792--upload_2020-12-10_3-38-57.png

so where is that miracle button?

I have always saved the project periodically and imagined it would save the graph. I’m not sure though.

It would be good to get clarification on this

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I received clarification from QA who asked the dev: saving is done explicitely when you press save or save project.
Even though a vfx graph is an asset like shader, c# or material, it follows the rules of a scene.
@JulienF_Unity care to comment on that choice?

Pressing Ctrl+S should save any modified graph to disk. the * is incorrect (and needs to be fixed). In subsequent versions of the package, we added an explicit “save” button in the VFX tool bar to be able to save the VFX asset specifically.

Is anyone here able to resolve this? I can’t save new .vfx files regardless of what I do. I’ve tested by creating a new project (2019.4.16) and adding just the Visual Effects package. I get the following exception on a Mac

NullReferenceException: Object reference not set to an instance of an object
UnityEditor.ContainerWindow.NotDockedWindowID () (at /Users/bokken/buildslave/unity/build/Editor/Mono/ContainerWindow.cs:224)
UnityEditor.ContainerWindow.Load (System.Boolean loadPosition) (at /Users/bokken/buildslave/unity/build/Editor/Mono/ContainerWindow.cs:259)
UnityEditor.ContainerWindow.Show (UnityEditor.ShowMode showMode, System.Boolean loadPosition, System.Boolean displayImmediately, System.Boolean setFocus) (at /Users/bokken/buildslave/unity/build/Editor/Mono/ContainerWindow.cs:117)
UnityEditor.EditorWindow.ShowWithMode (UnityEditor.ShowMode mode) (at /Users/bokken/buildslave/unity/build/Editor/Mono/EditorWindow.cs:534)
UnityEditor.EditorWindow.ShowModal () (at /Users/bokken/buildslave/unity/build/Editor/Mono/EditorWindow.cs:631)
UnityEditor.AssetSaveDialog.ShowWindow (System.String[ ] inAssets, System.String[ ]& assetsThatShouldBeSaved) (at /Users/bokken/buildslave/unity/build/Editor/Mono/GUI/AssetSaveDialog.cs:81)
UnityEditor.AssetModificationProcessorInternal.OnWillSaveAssets (System.String[ ] assets, System.String[ ]& assetsThatShouldBeSaved, System.String[ ]& assetsThatShouldBeReverted, System.Boolean explicitlySaveAsset) (at /Users/bokken/buildslave/unity/build/Editor/Mono/AssetModificationProcessor.cs:144)
UnityEditor.EditorApplication:Internal_CallGlobalEventHandler() (at /Users/bokken/buildslave/unity/build/Editor/Mono/EditorApplication.cs:442)