diff --git a/Scripts/Editor/NodeEditorAction.cs b/Scripts/Editor/NodeEditorAction.cs
index 67c50a7..2581676 100644
--- a/Scripts/Editor/NodeEditorAction.cs
+++ b/Scripts/Editor/NodeEditorAction.cs
@@ -81,6 +81,7 @@ namespace XNodeEditor {
for (int i = 0; i < Selection.objects.Length; i++) {
if (Selection.objects[i] is XNode.Node) {
XNode.Node node = Selection.objects[i] as XNode.Node;
+ Undo.RecordObject(node, "Moved Node");
Vector2 initial = node.position;
node.position = mousePos + dragOffset[i];
if (gridSnap) {
diff --git a/Scripts/Editor/NodeGraphEditor.cs b/Scripts/Editor/NodeGraphEditor.cs
index bc6e14c..56f0d69 100644
--- a/Scripts/Editor/NodeGraphEditor.cs
+++ b/Scripts/Editor/NodeGraphEditor.cs
@@ -138,7 +138,9 @@ namespace XNodeEditor {
/// Create a node and save it in the graph asset
public virtual XNode.Node CreateNode(Type type, Vector2 position) {
+ Undo.RecordObject(target, "Create Node");
XNode.Node node = target.AddNode(type);
+ Undo.RegisterCreatedObjectUndo(node, "Create Node");
node.position = position;
if (node.name == null || node.name.Trim() == "") node.name = NodeEditorUtilities.NodeDefaultName(type);
AssetDatabase.AddObjectToAsset(node, target);
@@ -149,7 +151,9 @@ namespace XNodeEditor {
/// Creates a copy of the original node in the graph
public XNode.Node CopyNode(XNode.Node original) {
+ Undo.RecordObject(target, "Duplicate Node");
XNode.Node node = target.CopyNode(original);
+ Undo.RegisterCreatedObjectUndo(node, "Duplicate Node");
node.name = original.name;
AssetDatabase.AddObjectToAsset(node, target);
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
@@ -158,8 +162,13 @@ namespace XNodeEditor {
/// Safely remove a node and all its connections.
public virtual void RemoveNode(XNode.Node node) {
+ Undo.RecordObject(node, "Delete Node");
+ Undo.RecordObject(target, "Delete Node");
+ foreach (var port in node.Ports)
+ foreach (var conn in port.GetConnections())
+ Undo.RecordObject(conn.node, "Delete Node");
target.RemoveNode(node);
- UnityEngine.Object.DestroyImmediate(node, true);
+ Undo.DestroyObjectImmediate(node);
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
}
diff --git a/Scripts/NodePort.cs b/Scripts/NodePort.cs
index 1000b23..9db7aee 100644
--- a/Scripts/NodePort.cs
+++ b/Scripts/NodePort.cs
@@ -199,6 +199,10 @@ namespace XNode {
if (port == this) { Debug.LogWarning("Cannot connect port to self."); return; }
if (IsConnectedTo(port)) { Debug.LogWarning("Port already connected. "); return; }
if (direction == port.direction) { Debug.LogWarning("Cannot connect two " + (direction == IO.Input ? "input" : "output") + " connections"); return; }
+#if UNITY_EDITOR
+ UnityEditor.Undo.RecordObject(node, "Connect Port");
+ UnityEditor.Undo.RecordObject(port.node, "Connect Port");
+#endif
if (port.connectionType == Node.ConnectionType.Override && port.ConnectionCount != 0) { port.ClearConnections(); }
if (connectionType == Node.ConnectionType.Override && ConnectionCount != 0) { ClearConnections(); }
connections.Add(new PortConnection(port));