Creating a Scriptable Object in the Unity Editor
I can't comment so just place it like answer: Don't forget to use UnityEditor.AssetDatabase.GenerateUniqueAssetPath coz simple AssetDatabase.CreateAsset can erase your data:
using UnityEngine;
using System.Collections;
using UnityEditor;
public class MakeScriptableObject
{
[MenuItem("Assets/Create/My Scriptable Object")]
public static void CreateMyAsset()
{
MyScriptableObjectClass asset = ScriptableObject.CreateInstance<MyScriptableObjectClass>();
string name = UnityEditor.AssetDatabase.GenerateUniqueAssetPath("Assets/NewScripableObject.asset");
AssetDatabase.CreateAsset(asset, name);
AssetDatabase.SaveAssets();
EditorUtility.FocusProjectWindow();
Selection.activeObject = asset;
}
}
You need another script to add the button which will create an instance from that scriptable object. something like that
using UnityEngine;
using System.Collections;
using UnityEditor;
public class MakeScriptableObject {
[MenuItem("Assets/Create/My Scriptable Object")]
public static void CreateMyAsset()
{
MyScriptableObjectClass asset = ScriptableObject.CreateInstance<MyScriptableObjectClass>();
AssetDatabase.CreateAsset(asset, "Assets/NewScripableObject.asset");
AssetDatabase.SaveAssets();
EditorUtility.FocusProjectWindow();
Selection.activeObject = asset;
}
}
You can check this Introduction to Scriptable Objects tutorial on unity website.