/// <summary>
        /// Loads the NodeCanvas from the asset file at path and optionally creates a working copy of it before returning
        /// </summary>
        public static NodeCanvas LoadNodeCanvas(string path, bool createWorkingCopy)
        {
        #if !UNITY_EDITOR
            throw new System.NotImplementedException();
        #else
            if (string.IsNullOrEmpty(path))
            {
                throw new System.ArgumentNullException("Cannot load Canvas: No path specified!");
            }
            path = NodeResourceManager.PreparePath(path);

            // Load only the NodeCanvas from the save file
            NodeCanvas nodeCanvas = NodeResourceManager.LoadResource <NodeCanvas> (path);
            if (nodeCanvas == null)
            {
                throw new UnityException("Cannot load NodeCanvas: The file at the specified path '" + path + "' is no valid save file as it does not contain a NodeCanvas!");
            }

            if (!Application.isPlaying && (nodeCanvas.editorStates == null || nodeCanvas.editorStates.Length == 0))
            {             // Try to load any contained editorStates, as the canvas did not reference any
                nodeCanvas.editorStates = NodeResourceManager.LoadResources <NodeEditorState> (path);
            }

            // Set the path as the new source of the canvas
            nodeCanvas.UpdateSource(path);

            // Postprocess the loaded canvas
            nodeCanvas.Validate();
            if (createWorkingCopy)
            {
                nodeCanvas = CreateWorkingCopy(nodeCanvas);
            }

            NodeEditorCallbacks.IssueOnLoadCanvas(nodeCanvas);
            return(nodeCanvas);
        #endif
        }
        /// <summary>
        /// Saves the the specified NodeCanvas as a new asset at path, optionally as a working copy and overwriting any existing save at path
        /// </summary>
        public static void SaveNodeCanvas(string path, ref NodeCanvas nodeCanvas, bool createWorkingCopy, bool safeOverwrite = true)
        {
        #if !UNITY_EDITOR
            throw new System.NotImplementedException();
        #else
            if (string.IsNullOrEmpty(path))
            {
                throw new System.ArgumentNullException("Cannot save NodeCanvas: No path specified!");
            }
            if (nodeCanvas == null)
            {
                throw new System.ArgumentNullException("Cannot save NodeCanvas: The specified NodeCanvas that should be saved to path '" + path + "' is null!");
            }
            if (nodeCanvas.GetType() == typeof(NodeCanvas))
            {
                throw new System.ArgumentException("Cannot save NodeCanvas: The NodeCanvas has no explicit type! Please convert it to a valid sub-type of NodeCanvas!");
            }

            nodeCanvas.Validate();

            if (nodeCanvas.livesInScene)
            {
                LogMgr.LogWarning("Attempting to save scene canvas '" + nodeCanvas.name + "' to an asset, references to scene object may be broken!" + (!createWorkingCopy? " Forcing creation of working copy!" : ""));
                createWorkingCopy = true;
            }
            if (UnityEditor.AssetDatabase.Contains(nodeCanvas) && UnityEditor.AssetDatabase.GetAssetPath(nodeCanvas) != path)
            {
                LogMgr.LogWarning("Trying to create a duplicate save file for '" + nodeCanvas.name + "'! Forcing creation of working copy!");
                nodeCanvas = CreateWorkingCopy(nodeCanvas);
            }

            // Prepare and update source path of the canvas
            path = NodeResourceManager.PreparePath(path);
            nodeCanvas.UpdateSource(path);

            // Preprocess the canvas
            NodeCanvas processedCanvas = nodeCanvas;
            processedCanvas.OnBeforeSavingCanvas();
            if (createWorkingCopy)
            {
                processedCanvas = CreateWorkingCopy(processedCanvas);
            }

            // Differenciate canvasSave as the canvas asset and nodeCanvas as the source incase an existing save has been overwritten
            NodeCanvas canvasSave = processedCanvas;
            NodeCanvas prevSave;
            if (safeOverwrite && (prevSave = NodeResourceManager.LoadResource <NodeCanvas> (path)) != null && prevSave.GetType() == canvasSave.GetType())
            {             // OVERWRITE: Delete contents of old save
                for (int nodeCnt = 0; nodeCnt < prevSave.nodes.Count; nodeCnt++)
                {
                    Node node = prevSave.nodes[nodeCnt];
                    // Make sure all node ports are included in the representative connectionPorts list
                    ConnectionPortManager.UpdatePortLists(node);
                    for (int k = 0; k < node.connectionPorts.Count; k++)
                    {
                        Object.DestroyImmediate(node.connectionPorts[k], true);
                    }
                    Object.DestroyImmediate(node, true);
                }
                for (int i = 0; i < prevSave.editorStates.Length; i++)
                {
                    if (prevSave.editorStates[i] != null)
                    {
                        Object.DestroyImmediate(prevSave.editorStates[i], true);
                    }
                }
                // Overwrite main canvas
                OverwriteCanvas(ref prevSave, processedCanvas);
                canvasSave = prevSave;
            }
            else
            {             // Write main canvas
                UnityEditor.AssetDatabase.CreateAsset(processedCanvas, path);
            }

            // Write editorStates
            AddSubAssets(processedCanvas.editorStates, canvasSave);
            // Write nodes + contents
            foreach (Node node in processedCanvas.nodes)
            {             // Write node and additional scriptable objects
                AddSubAsset(node, canvasSave);
                AddSubAssets(node.GetScriptableObjects(), node);
                // Make sure all node ports are included in the representative connectionPorts list
                ConnectionPortManager.UpdatePortLists(node);
                foreach (ConnectionPort port in node.connectionPorts)
                {
                    AddSubAsset(port, node);
                }
            }

            UnityEditor.AssetDatabase.SaveAssets();
            UnityEditor.AssetDatabase.Refresh();

            NodeEditorCallbacks.IssueOnSaveCanvas(canvasSave);
        #endif
        }