Scriptable objects not saving

changing scriptable objects via editor code is becoming a real nightmare. Sometimes it works, sometimes it doesn’t. I have no desire or intention to use SerializedObject which is an abomination really.

EditorUtil.SetDirty isnt’ working, even though I realize it’s deprecated. Why they want to force us to use convoluted tools like SerializeObject instead of just being able to say SAVE THIS OBJECT???

They allow us to write code that updates the objects, the updates show in the editor. It would be so simple to just support a method that say’s persist this object. I’m not creating gui’s I don’t need undo. I just want this to work like a rational person would expect it to work.

Please?

1 Like

Also I’m not sure if this is a bug or just not documented correctly. But EditorUtility.SetDirty works if I call it before making changes. If I call it after changes were made, they don’t persist.