public static void RegisterCompleteObjectUndo(UnityEngine.Object[] objectsToUndo, string name) { if (objectsToUndo.Length > 0) { Undo.RegisterCompleteObjectUndoMultiple(objectsToUndo[0], objectsToUndo, name, 0); } }
/// <summary> /// <para>Stores a copy of the object states on the undo stack.</para> /// </summary> /// <param name="objectToUndo">The object whose state changes need to be undone.</param> /// <param name="name">The name of the undo operation.</param> public static void RegisterCompleteObjectUndo(UnityEngine.Object objectToUndo, string name) { UnityEngine.Object[] objectsToUndo = new UnityEngine.Object[1] { objectToUndo }; Undo.RegisterCompleteObjectUndoMultiple(objectToUndo, objectsToUndo, name, 0); }