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Question by ColinBurke · Dec 29, 2012 at 11:03 PM · custom-inspectorawake

Awake() for Editor- Custom Inspector

Any reason this doesn't work? I don't see why it wouldn't...

     using UnityEngine;
     using UnityEditor;
     using System.Collections;
     
     [CustomEditor(typeof(TargetClass))]
     
     public class TargetClassEditor : Editor
     {
         public void Awake()
         {
             Debug.Log("I'm Awake");
         }
     }

EDIT FOR CLARITY: How do I set my default values and such when extending the editor class for a custom inspector?

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Answer by Straight Rainbow · Dec 29, 2012 at 11:31 PM

I am pretty sure you should be using OnEnable() instead of Awake(). Since you are extending the Editor class.

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avatar image ColinBurke · Dec 29, 2012 at 11:35 PM 0
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That still seems to only print when in play mode.

avatar image ColinBurke · Dec 29, 2012 at 11:41 PM 0
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Actually, it looks like OnEnable() plus [ExecuteInEdit$$anonymous$$ode] does work.

avatar image Straight Rainbow · Dec 29, 2012 at 11:44 PM 1
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:) Awake() is only inherited by $$anonymous$$onoBehavior

avatar image ColinBurke · Dec 29, 2012 at 11:45 PM 0
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Interesting. Thanks!

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