void OnEnable() { if (_easyColliderPreferences == null) { //Change the asset path to change the location of where your preferences are if you change the location. _easyColliderPreferences = AssetDatabase.LoadAssetAtPath("Assets/EasyColliderEditor/EasyColliderPreferences.asset", typeof(EasyColliderPreferences)) as EasyColliderPreferences; if (_easyColliderPreferences == null) { _easyColliderPreferences = CreateInstance <EasyColliderPreferences>(); _easyColliderPreferences.SetDefaultValues(); AssetDatabase.CreateAsset(_easyColliderPreferences, "Assets/EasyColliderEditor/EasyColliderPreferences.asset"); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); Debug.LogWarning("No preferences file found, new preferences asset created with default settings" + "at Assets/EasyColliderEditor/EasyColliderPreferences.asset"); } } if (_easyColliderGameObject == null) //also helps some script save errors. { _easyColliderGameObject = new GameObject("EasyColliderEditor"); Undo.RegisterCreatedObjectUndo(_easyColliderGameObject, "Created EasyColliderEditorObject"); _easyColliderEditor = Undo.AddComponent <EasyColliderEditor>(_easyColliderGameObject); _easyColliderEditor.editorWindow = this; } }
void OnEnable() { if (_easyColliderPreferences == null) { _easyColliderPreferences = AssetDatabase.LoadAssetAtPath(EasyColliderPreferences.PreferencesPath, typeof(EasyColliderPreferences)) as EasyColliderPreferences; if (_easyColliderPreferences == null) { _easyColliderPreferences = CreateInstance <EasyColliderPreferences>(); _easyColliderPreferences.SetDefaultValues(); AssetDatabase.CreateAsset(_easyColliderPreferences, EasyColliderPreferences.PreferencesPath); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); } } if (_easyColliderGameObject == null) { _easyColliderGameObject = new GameObject("EasyColliderEditor"); Undo.RegisterCreatedObjectUndo(_easyColliderGameObject, "Created EasyColliderEditorObject"); _easyColliderEditor = Undo.AddComponent <EasyColliderEditor>(_easyColliderGameObject); _easyColliderEditor.editorWindow = this; } }