It appears that anything I add to a List<string[]>
will get added, but when I save any scripts and Unity does compiles everything, the items in the list disappears.
Here is a simple class I wrote that just displays a window and adds labels according to how many items are in the list:
public class TestEditorWindow : EditorWindow
{
string windowLabel = "Test Window";
[SerializeField] List<string[]> myList = new List<string[]>();
[MenuItem("Tools/My Window")]
static void Init()
{
TestEditorWindow myWindow = (TestEditorWindow)GetWindow(typeof(TestEditorWindow));
myWindow.Show();
}
private void OnGUI()
{
GUILayout.Label(windowLabel, EditorStyles.boldLabel);
EditorGUILayout.Separator();
GUILayout.BeginVertical("box", GUILayout.ExpandWidth(true));
for(int i = 0; i < myList.Count; i )
{
EditorGUILayout.LabelField("Stupid");
}
if(GUILayout.Button(" ", GUILayout.MaxWidth(30)))
{
//myList.Add(new string[2]); //<-- Also tried it this way
myList.Add(new string[] { "" });
}
GUILayout.EndVertical();
}
}
The window shows and every time I hit the button a new label is added to the window, but as soon as Unity compiles anything, the values go away.
If I change the list to List<string>
it behaves as intended
I've also tried setting up the list like so and got the same results:
[SerializeField] static List<string[]> myList;
[MenuItem("Tools/My Window")]
static void Init()
{
myList = new List<string[]>();
TestEditorWindow myWindow = (TestEditorWindow)GetWindow(typeof(TestEditorWindow));
myWindow.Show();
}
Am I doing something wrong with how I'm loading the list?
CodePudding user response:
Unity cannot serialize multidimensional collections.
There is a work around though.
Create a new class that contains the string array, and create a list using that type.
[System.Serializable]
public class StringArray
{
public string[] array;
}
and in your window use:
public List<StringArray> myList = new List<StringArray>();