Version: 2022.1
LanguageEnglish
  • C#

Undo.RecordObject

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public static void RecordObject(Object objectToUndo, string name);

Parameters

objectToUndo The reference to the object that you will be modifying.
name The title of the action to appear in the undo history (i.e. visible in the undo menu).

Description

Records any changes done on the object after the RecordObject function.

Almost all property changes can be recorded with this function. The transform parent, AddComponent, object destruction can not be recorded with this function, for that you should use the dedicated functions.

Internally this creates a temporary copy of the object's state. At the end of the frame Unity diffs the state and detects what has changed. The changed properties are recorded on the undo stack. If nothing has changed (Binary exact comparison is used for all properties), no undo operations are stored on the stack.

Important: To correctly handle instances where objectToUndo is an instance of a Prefab, PrefabUtility.RecordPrefabInstancePropertyModifications must be called after RecordObject.

This is an example of an editor script which allows you to change an effect radius variable. The Undo state is recorded, allowing you to revert the change using the undo system.

//Name this script "EffectRadiusEditor"
using UnityEngine;
using UnityEditor;

[CustomEditor(typeof(EffectRadius))] public class EffectRadiusEditor : Editor { public void OnSceneGUI() { EffectRadius t = (target as EffectRadius);

EditorGUI.BeginChangeCheck(); float areaOfEffect = Handles.RadiusHandle(Quaternion.identity, t.transform.position, t.areaOfEffect); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(target, "Changed Area Of Effect"); t.areaOfEffect = areaOfEffect; } } }

Place this script on a GameObject to see the area of effect handle, and change the value using the gizmo in the Scene view.

//Name this script "EffectRadius"
using UnityEngine;
using System.Collections;

public class EffectRadius : MonoBehaviour { public float areaOfEffect = 1; }

See Also: Undo.RecordObjects

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961