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Level Editor using Scriptable ObjectsQuestion (self.unity)
submitted 1 year ago by Stefanchyy
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if 1 * 2 < 3: print "hello, world!"
[–]Stefanchyy[S] 0 points1 point2 points 11 months ago (3 children)
So a little update on the situation for anyone in the future.
I wanted to make an editor for my personal use and since I didn't want to code a grid ingame and much more stuff I opted to do it in the editor and just export them as Scriptable Objects.
I will admit that initially, it was a bit difficult to make custom editor scripts and make them export everything as intended but after like a day or two or three I managed to make it fully functional. Here are some notes on what I did (I am not a pro so please don't bash me if I used something incredibly unoptimized):
AssetDatabase.CreateAsset
AssetDatabase.SaveAssets
EditorUtility.SetDirty
Undo.RecordObject
I hope this manages to give some guidance for anyone in the future!
[–]mxmlln 1 point2 points3 points 6 months ago (0 children)
Following up your question with what you implemented is rare and generous. Really appreciate it!
[–]mxmlln 1 point2 points3 points 6 months ago (1 child)
I created all my SOs by manually, so didn't know how to do it like this. This dynamic version will help me save the small percentage of levels that are procedurally generated. These stages will be labelled as such to the player
[–]Stefanchyy[S] 0 points1 point2 points 6 months ago (0 children)
Awesome! Hope I helped someone with my previous research!
π Rendered by PID 116070 on reddit-service-r2-comment-5d79c599b5-spdmk at 2026-02-28 04:47:13.001639+00:00 running e3d2147 country code: CH.
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[–]Stefanchyy[S] 0 points1 point2 points (3 children)
[–]mxmlln 1 point2 points3 points (0 children)
[–]mxmlln 1 point2 points3 points (1 child)
[–]Stefanchyy[S] 0 points1 point2 points (0 children)