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Undo.RegisterCreatedObjectUndo

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public static function RegisterCreatedObjectUndo(objectToUndo: Object, name: string): void;
public static void RegisterCreatedObjectUndo(Object objectToUndo, string name);

Parameters

objectToUndo The object that was created.
name The name of the action to undo. Think "Undo ...." in the main menu.

Description

Register an undo operations for a newly created object.

When the undo is performed the object will be destroyed. All newly created objects that are part of undoable state should be registered with this function.

Note: Object destruction works the same way as it does for Object.Destroy (except for the delay). This means that GameObjects will be destroyed along with all their child GameObjects.

#pragma strict
// Creates a new game object as an operation that can be undone
class CreateGameObjectMenu {
	@MenuItem("Example/Create GameObject")
	static function CreateGameObject() {
		// Create GameObject hierarchy.
		var go: GameObject = new GameObject("my GameObject");
		var child: GameObject = new GameObject();
		go.transform.position = new Vector3(5, 5, 5);
		child.transform.parent = go.transform;
		// Register root object for undo.
		Undo.RegisterCreatedObjectUndo(go, "Create object");
	}
}
// Creates a new game object as an operation that can be undone

using UnityEditor; using UnityEngine;

class CreateGameObjectMenu { [MenuItem ("Example/Create GameObject")] static void CreateGameObject () { // Create GameObject hierarchy. GameObject go = new GameObject ("my GameObject"); GameObject child = new GameObject(); go.transform.position = new Vector3 (5, 5, 5); child.transform.parent = go.transform;

// Register root object for undo. Undo.RegisterCreatedObjectUndo (go, "Create object"); } }