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Question by Muzz5 · May 19, 2011 at 05:16 PM · javascripteditoreditmode

Running a script in editor mode

How can I run this script in editor mode? Adding @ExecuteInEditMode to the top doesn't work. What other ways are there? This script is from Unity's procedural examples.

 var radius = 1.0;
 var pull = 10.0;
 private var unappliedMesh : MeshFilter;
 
 enum FallOff { Gauss, Linear, Needle }
 var fallOff = FallOff.Gauss;
 
 static function LinearFalloff (distance : float , inRadius : float) {
     return Mathf.Clamp01(1.0 - distance / inRadius);
 }
 
 static function GaussFalloff (distance : float , inRadius : float) {
     return Mathf.Clamp01 (Mathf.Pow (360.0, -Mathf.Pow (distance / inRadius, 2.5) - 0.01));
 }
 
 function NeedleFalloff (dist : float, inRadius : float)
 {
     return -(dist*dist) / (inRadius * inRadius) + 1.0;
 }
 
 function DeformMesh (mesh : Mesh, position : Vector3, power : float, inRadius : float)
 {
     var vertices = mesh.vertices;
     var normals = mesh.normals;
     var sqrRadius = inRadius * inRadius;
     
     // Calculate averaged normal of all surrounding vertices    
     var averageNormal = Vector3.zero;
     for (var i=0;i<vertices.length;i++)
     {
         var sqrMagnitude = (vertices[i] - position).sqrMagnitude;
         // Early out if too far away
         if (sqrMagnitude > sqrRadius)
             continue;
 
         var distance = Mathf.Sqrt(sqrMagnitude);
         var falloff = LinearFalloff(distance, inRadius);
         averageNormal += falloff * normals[i];
     }
     averageNormal = averageNormal.normalized;
     
     // Deform vertices along averaged normal
     for (i=0;i<vertices.length;i++)
     {
         sqrMagnitude = (vertices[i] - position).sqrMagnitude;
         // Early out if too far away
         if (sqrMagnitude > sqrRadius)
             continue;
 
         distance = Mathf.Sqrt(sqrMagnitude);
         switch (fallOff)
         {
             case FallOff.Gauss:
                 falloff = GaussFalloff(distance, inRadius);
                 break;
             case FallOff.Needle:
                 falloff = NeedleFalloff(distance, inRadius);
                 break;
             default:
                 falloff = LinearFalloff(distance, inRadius);
                 break;
         }
         
         vertices[i] += averageNormal * falloff * power;
     }
     
     mesh.vertices = vertices;
     mesh.RecalculateNormals();
     mesh.RecalculateBounds();
 }
 
 function Update () {
 
     // When no button is pressed we update the mesh collider
     if (!Input.GetMouseButton (0))
     {
         // Apply collision mesh when we let go of button
         ApplyMeshCollider();
         return;
     }
         
         
     // Did we hit the surface?
     var hit : RaycastHit;
     var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
     if (Physics.Raycast (ray, hit))
     {
         var filter : MeshFilter = hit.collider.GetComponent(MeshFilter);
         if (filter)
         {
             // Don't update mesh collider every frame since physX
             // does some heavy processing to optimize the collision mesh.
             // So this is not fast enough for real time updating every frame
             if (filter != unappliedMesh)
             {
                 ApplyMeshCollider();
                 unappliedMesh = filter;
             }
             
             // Deform mesh
             var relativePoint = filter.transform.InverseTransformPoint(hit.point);
             DeformMesh(filter.mesh, relativePoint, pull * Time.deltaTime, radius);
         }
     }
 }
 
 function ApplyMeshCollider () {
     if (unappliedMesh && unappliedMesh.GetComponent(MeshCollider)) {
         unappliedMesh.GetComponent(MeshCollider).mesh = unappliedMesh.mesh;
     }
     unappliedMesh = null;
 }
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Answer by Joshua · May 19, 2011 at 05:26 PM

You're using JS so at the top put

 @script ExecuteInEditMode()

and the Update and FixedUpdate functions will be run in edit mode every event and every frame while the scene few has focus, if I remember correctly.

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avatar image Muzz5 · May 19, 2011 at 07:43 PM 0
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Like this: @ExecuteInEdit$$anonymous$$ode()?

avatar image Joshua · May 19, 2011 at 07:51 PM 0
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Right, the new site won't show what I actually types. What you type is http://unity3d.com/support/documentation/ScriptReference/ExecuteInEdit$$anonymous$$ode.html

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Answer by Jeston · May 19, 2011 at 05:35 PM

Well I would encourage you to look at the unity docs for Editor, and to answer your question,

an editor script looks something like this:

[CustomEditor(typeof(SomeEditor))] public class SomeEditor : Editor {
//.. void OnSceneGUI() { //logical tick }

 public override void OnInspectorGUI()
 {
 //draw ui tick
 }

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