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Question by noonche · Jan 13, 2014 at 06:02 AM · editorexecute

How can I execute code in the editor?

Is there a way to execute code in the editor without adding a script with [ExecuteInEditor] to the scene?

I don't want to make a custom editor or property panel.

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avatar image DaveA · Jan 13, 2014 at 06:18 AM 0
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Did you look into the Editor classes? Like ScriptableWizard and such?

avatar image Eric5h5 · Jan 13, 2014 at 06:23 AM 1
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If you don't want a script to execute in edit mode, and you don't want a custom editor, what exactly do you want?

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Answer by GameVortex · Jan 13, 2014 at 08:45 AM

So you do not want a script in the scene, and you do not want a custom editor panel/window. You basically just want some code to run in the background or run when you press a button?

There are some ways to do that.

To have a piece of code always running and checking for something you can use the **InitializeOnLoad** attribute and attach a function to the editor update event as described in the documentation.

The other way would be to make a static script with a static function and attach a menu option to that function.

Example:

 public static CustomUtility
 {
    [MenuItem("MyCustomMenu/DoSomething")]
    private static void DoSomething()
    {
        
    }
 }

There will now be a new menu item at the top of the editor where you can select and run the DoSomething function.

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avatar image noonche · Jan 14, 2014 at 05:31 AM 0
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Thanks, this is exactly what I was looking for.

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