Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
1 capture
14 Jun 22 - 14 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

Executeineditmode

Cancel

Cancel

All Questions

  • Unanswered Questions
avatar image

qsp18 answered

Hide/Show properties dynamically in inspector.

Apr 1, '22 inspector·hide·properties·executeineditmode

6 Replies

17 Votes

avatar image

Lilliana69 edited

Fill/populate [SerializeField] automatically via script in editor mode?

Feb 18, '22 editor·inspector·editor-scripting·executeineditmode·serializefield

3 Replies

0 Votes

avatar image

Whitecold edited

ExecuteInEditMode not called from namespace

Oct 4, '21 editor-scripting·executeineditmode

0 Replies

0 Votes

avatar image

qsp18 answered

#if UNITY_EDITOR stuff getting called at runtime as well?

Apr 8, '21 editor·runtime·executeineditmode

3 Replies

11 Votes

avatar image

toficofi commented

Prevent ExecuteInEditMode scripts to call Awake OnEnable Start after compiling and game exit

Mar 22, '21 mesh·executeineditmode·onenable

1 Reply

0 Votes

avatar image

Banditmayonnaise edited

ExecuteInEditMode is not working when trying to instantiate a new GameObject [SOLVED]

Feb 26, '21 in Help Room

1 Reply

0 Votes

avatar image

Martin_Bischoff edited

Deactive ExceuteInEditMode for Methods of Inherited Classes

Feb 7, '21 editor·editor-scripting·executeineditmode

1 Reply

1 Votes

avatar image

halken commented

How to ensure singletons are initialized in Edit Mode

Dec 1, '20 in Help Room

1 Reply

4 Votes

avatar image

Zubzuke edited

How to generate objects from a script in the editor, i.e. before runtime?

Nov 15, '20 scripting problem·editor-scripting·gameobjects·executeineditmode

1 Reply

1 Votes

avatar image

Loque18 answered

Detect Mouse Up In Edit Mode

Oct 10, '20 mouse·executeineditmode

1 Reply

2 Votes

avatar image

usernameHed commented

Unity Events in Execute In Edit Mode

Aug 20, '20 events·executeineditmode

2 Replies

1 Votes

avatar image

BNJMO commented

Why unity executes scripts in prefabs which are not on scene?

Jun 22, '20 prefab·executeineditmode

1 Reply

0 Votes

avatar image

timobugz3 asked

Keep Instantiated GameObject while exit gamemode in unity

Jun 1, '20 error·instantiate·executeineditmode·donotdestroy

0 Replies

0 Votes

avatar image

azoerb edited

Best practices for managing dynamically instantiated gameobjects via script in editor mode? Wiki

Apr 12, '20 in Help Room

0 Replies

0 Votes

avatar image

WenBinLiu published

Problems with [ExecuteInEditMode]

Apr 9, '20 animation·inverse kinematic·executeineditmode

1 Reply

0 Votes

avatar image

RChrispy commented

How to execute a method from a PropertyDrawer?

Feb 15, '20 propertydrawer·executeineditmode·execute

1 Reply

1 Votes

avatar image

F-N answered

How do I detect if a scene is being loaded during edit time?

Feb 6, '20 scene·loading·edit·executeineditmode·loaded

5 Replies

1 Votes

avatar image

sarahnorthway asked

ExecuteInEditMode always first in Script Execution Order?

May 28, '19 in Help Room

0 Replies

0 Votes

avatar image

zereda-games edited

A way to execute code on editor launch but not on scripts recompilation

Feb 23, '19 c#·compilation·executeineditmode

2 Replies

0 Votes

avatar image

TommiH asked

Changes via script in prefab mode not applied to instances

Feb 3, '19 instantiate·prefab·executeineditmode·dirty

0 Replies

0 Votes

avatar image

MutimirEr asked

A way to know if unity was just opened? [ExecuteInEditMode]

Jan 29, '19 scripting problem·executeineditmode·execution order·open project·onenable

0 Replies

0 Votes

avatar image

methusalah999 edited

Adding a child via code in edit mode won't work for prefab instance

Jan 4, '19 prefab·prefab-instance·executeineditmode

0 Replies

0 Votes

avatar image

Aridez answered

Recording destroyed object inside OnDestroy() method

Nov 12, '18 undo·executeineditmode·ondestroy

1 Reply

0 Votes

avatar image

rd1349 commented

ScriptableObject ExecuteInEditMode issue

Oct 8, '18 in Help Room

1 Reply

0 Votes

avatar image

hadisajjadi answered

Cleaning Values

Jun 20, '18 in Help Room

1 Reply

0 Votes

avatar image

NoDumbQuestion edited

[ExecuteInEditMode] Update not be called when change object using Editor

May 26, '18 editor-scripting·executeineditmode

0 Replies

0 Votes

avatar image

firkinfedup edited

Unity Losing Object References and Duplicating Objects

Apr 14, '18 in Help Room

1 Reply

0 Votes

avatar image

elpulpobastardo commented

ExecuteInEditMode doesn't work on instantiated list of objects?

Dec 11, '17 lists·instantiate prefab·material color·material renderer·executeineditmode

1 Reply

0 Votes

avatar image

GhostTownGames answered

Run script in Edit mode when paused?

Oct 24, '17 editor·pause·run·executeineditmode

3 Replies

3 Votes

avatar image

tas41 asked

[ExecuteInEditMode] Only Runs When Inspector is Being Modified

Jun 14, '17 in Help Room

0 Replies

0 Votes

  • 1
  • 2
  • 3
  • ›

Related Topics

editor editor-scripting c# scripting problem prefab instantiate inspector mesh editorgui arrays edit mode serializefield unity 5 execute serialization destroy custom donotdestroy prefabs onenable properties custom editor instantiate prefab update meshfilter


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