Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by Skeezy · Nov 05, 2012 at 10:29 PM · startawake

Initializing variables with ExecuteInEditMode

I am trying to create a simple 2d grid. But I want it to be able to be edited in the scene without running the game. The problem is when I reach mNodeArray[ i, j ] = new_node; mNodeArray is not initialized. Does Awake() run before this is called. I have tried a few ways of doing it and have done it before but can't quite figure it out.

 function CreateGrid( max_row : int, max_column : int )
 {
     var start_pos : Vector3 = new Vector3( 0, 0, 0 );
         
     for( var i : int = 0; i < max_row; ++i )
     {
         for( var j : int = 0; j < max_column; ++j )
         {
             var new_node = Instantiate( mNodeObject );            
             //var node_data = new_node.GetComponent( Node );
             
             var pos : Vector3 = Vector3( start_pos.x + mOffsetX * i , start_pos.y, start_pos.z );
             
             // Set name and parent
             new_node.transform.name = ( i.ToString() + "," + j.ToString() );
             new_node.transform.parent = this.transform;
             new_node.transform.position = pos;
                                 
             mNodeArray[ i, j ] = new_node;                
         }
                             
         start_pos.y += mOffsetY;
     }    
 }
 
 function Update()
 {
     if( mIsCreateGrid )
     {
         DestroyGrid();
         CreateGrid( mRow, mNumStrings );
         mIsCreateGrid = false;
     }
     
     if( mIsDestroy )
     {
         DestroyGrid();
         mIsDestroy = false;
     }
 }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by TheEpigone · Aug 19, 2014 at 01:14 AM

For anyone who may stumble across this, it appears this is a bug in the editor.

http://issuetracker.unity3d.com/issues/awake-and-start-not-called-before-update-when-assembly-is-reloaded-for-executeineditmode-scripts

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

13 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

awake and start functions not working 2 Answers

start called directly after instantiate? 1 Answer

If a script is attached to more than one gameObject, will Start() & Awake() run more than once? 2 Answers

Keeping a variable after reloading a scene 2 Answers

Start and Awake running twice? 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges