Hi, I'm making a node graph using `ScriptableObject`s in a custom editor window. So, I have a `ScriptableObject` class called `NodeGraph`.
`NodeGraph` stores a bunch of Nodes, my nodes all have different behaviours so I decided to make a Plain C# class called `Node` and decided to inherit from that for other nodes.
In this situation, my `NodeGraph` keeps a list of all my nodes: `List`. I add nodes to that list to keep track of them.
I have a node class named `If` which inherits from `Node`. These can both be stored to `List`. At first, when I add an `If` node, it behaves as it should.
A LOOSE example of how I'm doing this is seen here:
![alt text][1]
Which runs this method, adding the objects to my list:
![alt text][2]
At first... it works... my problem is that when I close Unity, or enter Play mode, it seems my type is lost. It stops acknowledging the `If` type and treats it as a generic `Node` without typecasting.
Is there some special things I need to consider when serializing a list of objects that perhaps make use of inheritence?
[1]: /storage/temp/159961-add.jpg [2]: /storage/temp/159962-addnode.jpg
`NodeGraph` stores a bunch of Nodes, my nodes all have different behaviours so I decided to make a Plain C# class called `Node` and decided to inherit from that for other nodes.
In this situation, my `NodeGraph` keeps a list of all my nodes: `List
I have a node class named `If` which inherits from `Node`. These can both be stored to `List
A LOOSE example of how I'm doing this is seen here:
![alt text][1]
Which runs this method, adding the objects to my list:
![alt text][2]
At first... it works... my problem is that when I close Unity, or enter Play mode, it seems my type is lost. It stops acknowledging the `If` type and treats it as a generic `Node` without typecasting.
Is there some special things I need to consider when serializing a list of objects that perhaps make use of inheritence?
[1]: /storage/temp/159961-add.jpg [2]: /storage/temp/159962-addnode.jpg