I'm trying to create an Editor tool for configuring a component, but I can't seem to find a way to keep its fields persistent when I hit play mode -- all configured information is lost. The optimal solution for me would be to keep this configuration stored in the scene so that it is loaded when the scene is loaded; I'd like to avoid saving the information to a file manually if I can avoid it.
Here's a rough example of what I'd like to keep persistent:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class PersistenceExampleClass : MonoBehaviour
{
protected static List<Node> _nodes = new List<Node>();
public static Node AddNode()
{
Node result = new Node();
_nodes.Add( result );
return result;
}
}
I have AddNode being triggered by an Editor script, which works successfully; however, entering Play mode any `Node` objects added to `_nodes` are lost. `Node` inherits from `Object`, but not `MonoBehaviour`. Is anyone familiar with a way to keep that information around?