Does anyone know how to avoid recording Selection.activeObject
changes in the Undo history? Since we added Selection.activeObject =
calls there’s now up to twice as many undo operations required to undo anything (e.g. change text in three nodes requires five undo operations to reverse due to two activeObject changes). Just wondering if there’s some obscure way to prevent it.
Oddly the Unity docs don’t even mention that you can set Selection.activeObject
- it’s documented as a return value only.