I watched a few of the video demo’s made by OTEE and have been running under the assumption that I could do real-time updates to the game, while playing it in Game View window …
This is, somewhat true … from what I’ve seen so far.
I can switch to scene view and move objects around, change inspector values and even add/remove objects from the hierarchy, however … as soon as I press ‘stop’ and stop playing it in Game View … my changes are completely lost.
I’ve tried ‘File->Save’, ‘File->Save Project’, even tried doing Edit->Save Selection 1, then doing Edit->Load Selection 1 after pressing stop …
Am I missing something? or is this not an actual functionality of Unity … cause if I can move objects around while play testing, such as fixing positioning of objects or adjusting light locations and strengths, or inspector values (speed, jump height, etc) … I’d like to be able to have these changes persist after pressing stop …
I think the ability to ‘lose’ changes is nice … so you can make quick temp changes to test things … but, at the same time, I’d like to be able to keep certain changes … such as moving lights around to fix lighting issues, or changing values in the inspector for the player … or moving objects in the level that might in an odd place for actual game play …
Anyhow, I was just wondering if there was a way to save changes made in ‘game play’ mode … guess not … ;(
theres a script called transform saver on the wiki that should do what you want, I havent used it yet so let us know how it goes?
HTH
AC
PS1 I had trouble finding this on the index page-maybe Im just not seeing straiht?
PS2 Full praise and credit to Neil Carter for his supreme spam control. Everytime I look at the recent changes page I am astounded at the amout of work he does for the rest of us. Respect Neil.
Seems that, with a bit of work … it could possibly even be tweaked to save and load additional information … such as a list of components attached, and there inspector values … with more digging around …
Thanks – I wouldn’t of thought to use Editor Scripts to do this …
– Note: Does Unity support System.Reflection to pull off reflecting against the types and properties of those types … for storing component lists with properties?