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Question by Dunkelheit · Sep 05, 2014 at 06:36 PM · editorinspectorawake

Awake() is not called automatically by Unity on targets reference

I have two classes one is an editor (extends Editor) and other is a MonoBehaviour one (the target class).

On "OnInspectorGUI()" method I get access to the MonoBehaviour class through the target:

 public override void OnInspectorGUI()
 {
     var script = (PackScript) target;
     script.Awake();
 }

However I've noticed when I'm accessing PackScript class, the Awake() is not called by Unity and I need it to accomplish some routines, then I decided to call it manually and I'm not sure if this is a good idea or it breaks some design pattern, I don't know.

Is it supposed to act like this in the case of Unity doesn't call Awake from a target object?

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avatar image roojerry · Sep 05, 2014 at 07:30 PM 1
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Awake is called at runtime on classes derived from $$anonymous$$onoBehaviour. You may need to use ExecuteInEdit$$anonymous$$ode to get the behavior you expect in the editor

avatar image Dunkelheit · Sep 06, 2014 at 12:06 AM 0
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brianruggieri,

Thanks so much, this solution works nicely here.

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Answer by Noztradamuz · Sep 05, 2014 at 06:41 PM

As far as I know you cannot call Awake() manually, Awake it's a reserved function and it`s called automatically on the awake of the script, perhaps you want to create some Init() method or something like that to manually initialize the script.

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avatar image Dunkelheit · Sep 05, 2014 at 07:09 PM 0
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Any thought why Unity didn't call it?

avatar image Kiwasi · Sep 06, 2014 at 01:33 AM 0
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You can call Awake manually, its just a function. But you shouldn't.

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