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Question by vikingfabian-com · Jun 18, 2014 at 11:30 PM · executeineditmodeondestroy

OnDestroy in Editor - memory loss issue

When a ExecuteInEditMode-script get the OnDestroy event when the I start debugging, all variables are empty. I want to be able to save the state of my editor when I start debugging.

 [ExecuteInEditMode] //Will make the script run in the editor
 public class TestEditorMemScript : MonoBehaviour {
     int? testval1;
 
     // Use this for initialization
     void Start () {
         testval1 = 1;
     }
 
     void OnDestroy()
     {
         print("test mem script destroyed");
         print("is playing " + Application.isPlaying.ToString());
         if (testval1 == null)
         {
             print("testvalue is NULL");
         }
     }
 }

This gets the following output when I start and exit the debugging

-test mem script destroyed

-is playing False

-testvalue is NULL

-test mem script destroyed

-is playing True

The problem only appears when going from editor- to play mode.

One obvious choice is to save each update, but it seems a bit unnecessary if there is a proper way to do it.

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avatar image dorpeleg · Jun 19, 2014 at 07:07 AM 0
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When doing editor scripts, it recommended to use DestroyImmediate. Unity should give you a warning about it.

avatar image vikingfabian-com · Jun 19, 2014 at 07:57 AM 0
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I think you misunderstood, it is the destroy that happens when Unity removes all running scripts when you press the Play-arrow

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Answer by vikingfabian-com · Jun 24, 2014 at 09:43 AM

Solved it!

If running script in the editor:

OnEnable() - create all data here (not in Start())

OnDisable() - is called just before the data is cleared, save current settings here etc.

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