title: Creating a scriptable object in runtime - It creates instances but doesn't save them in asset folder?
body: <p><a href="https://i.stack.imgur.com/5mvy5.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/5mvy5.png" alt="enter image description here"></a> So I have a little question I'm creating scriptable objects first time from spreadsheet data
  trying to use the database to automagically make them...</p>
  
  <pre><code>for (int m = 0; m &lt; myAssets.Count; m++)
              {
                 Drill_WordBase newWordAsset = ScriptableObject.CreateInstance&lt;Drill_WordBase&gt;();
  
                  // overwrite the defaults with the json data
                  newWordAsset.word = word;
                      newWordAsset.isTrue = false;
                      myList.Add(newWordAsset);
  
                  AssetDatabase.CreateAsset(newWordAsset, "Assets/DrillWords/" + newWordAsset.name);
                  AssetDatabase.SaveAssets();
                  AssetDatabase.Refresh();
                  EditorUtility.FocusProjectWindow();
                  Selection.activeObject = newWordAsset;
              }
  </code></pre>
  
  <p>it "partly works" however I don't understand how to get it to save the files properly. Since in the Assets/Drill_Words/ folder <strong>there is some kind of file there but not a scriptable object with all of the info (see pic) However, the DrillWords list has scriptable objects, I haven't yet tested if they have all the data</strong>,  I lose these scriptable objects after stopping playing? </p>
  
  <p><strong>Any idea what I am doing wrong, how to I save them?</strong></p>
  
  <p>With thanks - N</p>