Why does Unity use the default values for my Serializable objects while running?

I have a few classes that have the Serializable attribute and I’m able to edit them just fine. When I hit play, though, it uses the default values. Once I stop the game, the values change back to the ones I set them to. I’ve read in some places that people have been extending the Editor class, but it doesn’t look like the Unity guys are doing that in this video: TANKS! Unity Tutorial - Phase 7 of 8 - Game Managers - YouTube

I’ve spent a few hours looking for a solution (e.g. EditorUtility.SetDirty), but that seems much more complicated than what how the Unity guys made TANKS!.

Below is the code I have. To keep it relevant, I just removed the functions that I have. If you think the functions I have are relevant, let me know and I’ll update the question :slight_smile:

GameManager.cs:

public class GameManager : MonoBehaviour
{
    public static GameManager Instance;

    public GameObject Camera;
    public GameObject MessageCanvas;
    public PlayerManager Player1;
void Start () {
    if (Instance == null)
    {
        Instance = this;
    }
    else if (Instance != this)
    {
        Destroy(gameObject);
    }

    Player1 = new PlayerManager();
    Player1.Setup();

}
}

PlayerManager.CS:

[Serializable]
public class PlayerManager
{
    public GameBoard PlayerBoard; 
    public void Setup()
    {
        PlayerBoard = new GameBoard();
        PlayerBoard.Initialize();
    }
}

GameBoard.CS

[Serializable]
public class GameBoard
{
    private Transform boardTransform;

    public Grid Player;
    public Grid Opponent;
    public GameBoard()
   {
        Player = new Grid();
        Opponent = new Grid();
   }

    public void Initialize()
    {
        Player.Initialize("Player Grid", boardTransform);
        Player.Initialize("Opponent Grid", boardTransform);
    }
}

Grid.CS

[Serializable]
public class Grid
{
    public int Width = 10;
    public int Height = 10;
    public float TileSize = 1;
    public Material TileMaterial;
    public Color TileColor = Color.yellow;
    [HideInInspector] public GameObject[][] Tiles;
    [HideInInspector] public GameObject instance;
    public Grid()
    {
        // Instansiate Tiles
    }
    public void Initialize(string name, Transform boardLocation)
    {
         // Initialize board here.
    }
}

Before/After I hit play:

While the game is running:

Hi @hydrosis!

  1. Does your component have Start (), Awake (), OnEnable (), or ISerializationCallbackReceiver.OnAfterDeserialize ()? They may be relevant.
  2. Alternatively, is anything accessing GameManager.Instance when the game begins and doing anything with these properties?
  3. Does GameManager have a custom editor?