How to Handle Persistent Data for Custom Editor Tools in Unity
Edward Rowe

Thanks, your article set me on the right track “Editor Default Resources” is the thing you think about where to store editor only shared data. It can only have one folder directly under assets and is accessed using “EditorGUIUtility.Load”, so a bit more limited utility than just Resources, but coming up with a unique name should solve that. [pluginName]_settings, maybe. (NOTE: I just found documentation about that folder, yet to test it out myself!)

Like what you read? Give Justinas Malijonis a round of applause.

From a quick cheer to a standing ovation, clap to show how much you enjoyed this story.