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Code to illustrate new reloading of ScriptableObject in Unity 2019.1
using System.IO;
using UnityEngine;
using UnityEditor;
// Save this to a file named ScriptableObjectReload.cs and run this example with menu item "Examples" -> "Reload ScriptableObject Example"
public class ScriptableObjectReload : ScriptableObject
{
const string assetPath = "Assets/ScriptObject.asset";
public string stringValue;
[MenuItem("Examples/Reload ScriptableObject Example")]
public static void ReloadScriptableObject()
{
AssetDatabase.DeleteAsset(assetPath);
const string initialValue = "Hello";
Debug.Log("Creating ScripableObject");
{
// Create asset with ScriptableObject
var scriptObj = ScriptableObject.CreateInstance<ScriptableObjectReload>();
scriptObj.name = "ScriptObject";
scriptObj.stringValue = initialValue;
AssetDatabase.CreateAsset(scriptObj, assetPath);
AssetDatabase.SaveAssets();
}
// Load the asset with the ScriptableObject
var loadedObject = AssetDatabase.LoadAssetAtPath<ScriptableObjectReload>(assetPath);
if (loadedObject != null && loadedObject.stringValue == initialValue)
{
Debug.Log("Successfully loaded newly created ScripableObject");
}
else
{
Debug.LogError("Failed to load newly created ScripableObject");
}
Debug.Log("Wait before modifying ScriptableObject to ensure modified asset file timestamp is more than 1 sec different");
System.Threading.Thread.Sleep(1100);
Debug.Log("Modifying ScriptableObject as text file");
const string modifiedValue = "HelloWorld!";
{
// modify the asset file on disk
string text = File.ReadAllText(assetPath);
text = text.Replace(initialValue, modifiedValue);
File.WriteAllText(assetPath, text);
}
if (loadedObject.stringValue == initialValue)
{
Debug.Log("ScriptableObject not yet reloaded");
}
else
{
Debug.LogError("ScriptableObject should not be reloaded");
}
Debug.Log("Refresh assets");
AssetDatabase.Refresh();
if (loadedObject != null && loadedObject.stringValue == modifiedValue)
{
Debug.Log("Successfully reloaded ScripableObject");
}
else
{
Debug.LogError("Failed to reload ScripableObject");
}
}
}
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