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Question by Steven-Walker · Nov 01, 2010 at 07:40 PM · javascripteditorspriteupdate

Not updating when script value is changed by an editor script

I have an editor script that generates text based on a prefab created with SpriteText. My script successfully builds the instances of the SpriteText, but the objects are not updating for the new text string assigned programmatically.

// Executed within OnInspectorGUI var clone : GameObject = EditorUtility.InstantiatePrefab(target.WordPrefab); clone.name = ""+index+"_"+p; clone.transform.parent = words.transform;

var spriteText : SpriteText = clone.GetComponentInChildren(typeof(SpriteText)); spriteText.text = p; // assigning new text string

// trying to force an update EditorUtility.SetDirty(spriteText); EditorUtility.SetDirty(clone); spriteText.UpdateMesh();
spriteText.SendMessage("Update");

When this code is executed, I get the new prefab instances, but they all appear with the default prefab text, despite that when I look at the inspector for each item they have been assigned the new text correctly. If I manually change the text, it then will finally update, but I can't seem to trigger an update from my editor script. The calls to UpdateMesh() and SendMessage() are simply my feeble attempts, but no luck.

Any ideas to force the script/object to update?

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Answer by mstultz · Feb 11, 2011 at 05:59 PM

Are you applying [ExecuteInEditMode] on the SpriteText GameObject?

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avatar image Steven-Walker · Feb 12, 2011 at 04:37 PM 0
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I didn't make any changes to the any of the the SpriteText code.

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