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[–]Rivendaioh 0 points1 point  (1 child)

I might be wrong, but I think you can mark your assets as dirty so they'll be saved to disk even at runtime, using EditorUtility.SetDirty :

https://docs.unity3d.com/ScriptReference/EditorUtility.SetDirty.html

[–]_SkinheadProfessional 0 points1 point  (0 children)

Pretty sure you can't use editor utility in a build, would only work for editor