And obviously it can't be deserialized either, since it wasn't saved in the first place. So, when you hit play, unity serializes the gameobject in you scene, which has the Inventory script on it, but the hiddenObject member of your Inventory class is not serializable, so it's not saved. The problem in your case is the object that you are creating(HiddenObject) is not serializable. During this copy process it deserializes the objects with the data it saved just before copying, so no visible change is done on the objects. Unity also creates copies of all objects in the scene, so the changes you do during play mode change the copies, not the original objects in the scene. When you hit the play button in the editor, all the objects in the active scene are serialized and saved, so that unity can deserialize and return them to their original state when you stop the execution in the editor. The solution is simple, but I feel the need to describe what unity does when you hit the play button: Gameplay begins at the Player Start location.This is not a bug, I had the same problems when I was writing my first unity editor code. Gameplay begins at the current camera location. To change the default standalone window size, use the Play In Editor settings window. Gameplay will be shown in a new window that runs in its own process. To change the default size of new windows, use the Play In Editor settings window. Gameplay will be shown in the active Level Editor viewport. Launching a game preview with a different mode will change the default Play mode that is activated by the Play button. Play In Editor allows you to play the current level directly from the editor, so that you can test gameplay functionality, including player controls and level events triggered by players' actions. While simulating, you can pause or stop gameplay, as well as swap to a Play In Editor session with the Possess button.Ĭlicking on the Play button in the toolbar ( Alt + P) or selecting Play From Here in the Viewport context menu begins a Play In Editor session. Clicking on Simulate begins Simulate In Editor mode, which changes the testing section of the Toolbar. You can change your Play In Editor mode, set basic networked Play In Editor options, or open the full Play In Editor settings window. Different modes and options for Play In Editor sessions can be selected in the dropdown menu, and the Play In button will use the same settings that were selected for the previous session.Ĭlick the Play dropdown button to display the Play Options dropdown menu. This will start a Play In Editor (PIE) session, so that gameplay can be tested directly from the editor. You can begin a Simulate In Editor or Play In Editor session from either the Level Editor or the Blueprint Editor, using the appropriate Toolbar buttons or dropdown menus.įrom the Level Editor, you can click the Play button. This means that the Details panel will show the properties for an Actor you select because you want to change itsĪppearance or behavior, even if you begin gameplay in a distant section of the level. The reverse is also true, so any Actors selectedĭuring in-editor testing will remain selected after you end the testing session. Game previewing includes level streaming, and the World Outliner will update accordingly so that you can select and edit Actors that are streamed in as a result of gameplay.Īny Actors you have selected when you begin testing your game with a Play In Editor or Simulate In Editor session will remain selected. This duplication of the level keeps the editor's copy of the world safely immutable. Changes can be saved back to the editor copy of the level using Keep Simulation Changes. When you launch a game preview session, the editor quickly creates a duplicate copy of your level. ![]() The in-editor preview system supports toggling between Play In Editor and Simulate In Editor sessions, so that you can quickly iterate on gameplay and asset tweaksĪnd see how your game changes as a result. There are two preview types available: Play In Editor (PIE) which is directly accessed via the Play button located on the Main ToolbarĪnd Simulate In Editor (SIE) which is accessed via the Play dropdown menu ( Alt+S). Unreal Editor allows you to spawn a player anywhere and instantly preview your game from within the editor without waiting for files to save.
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