Sorry if this has been covered before…
The Unity editor really should persist changes made while the game is running. Could someone explain why it doesn’t?
I’m sure we’ve all lost work because we didn’t notice the game was running and we just made edits obliviously.
Thoughts from Unity devs?
This has been covered many times. You usually don’t want changes persisted, because mostly it’s experimentation and you don’t want your original values messed up, although Unity does have Undo now, so that’s not as critical as it used to be. Sometimes it would definitely be nice if there was an option to keep changes, yes, but that’s not as simple as it sounds at first. Which changes do you want kept? All? Some? How do you determine which ones?
–Eric
Hey thanks for the reply. If you know of a thread I could migrate this to I’d be happy to…
Well it’s just different than I’m used to and if it was a deliberate design decision then I respect that. I’m sure there must be something I’m not getting yet, but will.
I had wondered if there was some possibility it was purely a technical limitation. Like, once the game is running then changing values is more akin to fidding with a debugger than altering the underlying data. But still, it wouldn’t be that hard to copy the values back automatically.
Seems to me like it’s very hard to tweak values on physics, particles, character motion, etc when often these are several interacting values at one time and they can only be seen with the game running.