I have a Problem with Using ScriptableObjects as a saving object within of my Unity Application. When I try to write values into them it all works quite fine, but if I want to close the application and Load the values of the ScriptableObject those are resetted to it's last values. Which destroys my idea of using them to save Game values.
I tried to debug the whole progress of saving Values to one of my Scriptableobjects this seemed to work and whenever I paused the scene the values where all within my Scriptableobject. But whenever I not paused the scene the Scriptableobject would not take any of the Values as it seems (here a little bit of example code about this)
[CreateAssetMenu(fileName = "stats1", menuName = "ScriptableObjects/Values", order = 1)]
public class ValuesSo : ScriptableObject
{
public string Name;
}
public static class LifeValues
{
public static string Name;
}
public class MainGameMB: MonoBehaviour
{
//I drag and drop the Scriptableobject here so I have it referenced
public ValuesSo Savedstats1;
void Start()
{
Savedstats1.Name = LifeValues.Name;
}
//this is called by a Button call
public void save()
{
LifeValues.Name= Savedstats1.Name;
}
}
(this is only a bit of example code and should be everything that is intresting for the topic. If you have any questions or need a bit more background just ask and I can try to provide that)