Game Development Reference
In-Depth Information
Note
To use SerializedProperty , we need to put the property between serial-
izedObject.Update(); and serializedOb-
ject.ApplyModifiedProperties(); . This will make sure that the property is
updated and saves it when we have change the value.
Using SerializedProperty seems to be more complex than the target, so why are
we using it? The advantage of SerializedProperty is that it will handle the multi-
object editing, undo, and prefab override for us, to which we can attach @CanEditMul-
tipleObjects (in JavaScript) or [CanEditMultipleObjects] (in C#) to make
our script editor multiple objects.
If we copy our current WaypointsContainer script and select both the objects, we
will see the message in the inspector say Multi-object editing not supported as we can
see in the following screenshot:
To make it work, we just add the line @CanEditMultipleObjects (in JavaScript) or
[CanEditMultipleObjects] (in C#) in the WaypointsContainerEditor
script before the class. Let's have a look at the following line:
seo_object = new SerializedObject (target);
We change this line to the following:
seo_object = new SerializedObject (targets);
Otherwise, replace the keyword seo_object with serializedObject and remove
the seo_object property.
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