Version: 2023.1
LanguageEnglish
  • C#

HideFlags.DontSave

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Description

The object will not be saved to the Scene. It will not be destroyed when a new Scene is loaded. It is a shortcut for HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor | HideFlags.DontUnloadUnusedAsset.

You must manually clear the object from memory using DestroyImmediate to avoid memory leaks.

For Prefab instances in a scene, you can set the hideflag on the Prefab instance handle object as a way to set the same hideflags on all the objects of the Prefab instance. (See PrefabUtility.GetPrefabInstanceHandle).

using System.IO;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;

// Creates new menu items under 'Examples' in the main menu. public class DontSaveExamples { [MenuItem("Examples/GameObject (and child) HideFlags.DontSave example")] static void DontSaveExample_RootWithDontSave() { //Setup hierarchy with root and one child GameObject rootGameObject = new GameObject("Root"); GameObject child = new GameObject("Child"); child.transform.parent = rootGameObject.transform;

rootGameObject.hideFlags = HideFlags.DontSave; //child.hideFlags = HideFlags.DontSave; //No difference for plain GameObjects as the root is marked with DontSave

//Load new scene EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);

//Both objects still exist as the root is marked with DontSave Debug.Log("Root name: " + rootGameObject.name + ", Child name: " + child.name);

//Remember to clean up, this also deleted the child GameObject Object.DestroyImmediate(rootGameObject); }

[MenuItem("Examples/Save Prefab with child HideFlags.DontSave example")] static void DontSaveExample_Prefab_ChildNotSavedToDisk() { //Ensure the existence of a Prefabs folder inside the Assets folder if (!Directory.Exists("Assets/Prefabs")) AssetDatabase.CreateFolder("Assets", "Prefabs");

//Setup hierarchy with root and one child GameObject rootGameObject = new GameObject("Root"); GameObject child = new GameObject("Child"); child.transform.parent = rootGameObject.transform;

//Mark child to prevent saving it child.hideFlags = HideFlags.DontSave;

//Save the Prefab asset GameObject prefabAsset = PrefabUtility.SaveAsPrefabAsset(rootGameObject, "Assets/Prefabs/Root.prefab");

//No children in prefab as the child was marked as DontSave. The childCount is 0. Debug.Log("Child GameObject in Prefab: " + prefabAsset.transform.childCount);

//Child still exists in scene. The childCount is 1. Debug.Log("Child GameObject in Scene GameObject: " + rootGameObject.transform.childCount);

//Load new scene EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);

//Child is deleted as it was a child of the root GameObject that got deleted in the scene transition if (child == null) Debug.Log("Child deleted correctly"); else Debug.Log("Child was not deleted successfully"); } }
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