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Question by lighting · Sep 10, 2016 at 03:39 PM · editorondestroyondisable

OnDestroy called when object lost focus in editor

Hi,

I don't understand how OnDestroy() and OnDisable() are supposed to work in custom editor scripts.

On the scene I have gameobject with script Manager attached. Besides I have custom editor script ManagerEditor :

 [CustomEditor(typeof(Manager))]
 [InitializeOnLoad]
 public class ManagerEditor : Editor 
 {
     public void OnDisable()
     {
         Debug.Log("Disable Editor");
     }
 
     public void OnDestroy()
     {
         Debug.Log("Destroy Editor");
     }
 }

Why, every time, I unselect this object (gameobject with Manager attached) in hierarchy window, I see both Debug.Log messages (Disable Editor and Destroy Editor) ?

OnDestroy and OnDisable means losing focus ?

Thank you for clarifying this.

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Answer by Sergio7888 · Sep 10, 2016 at 11:51 PM

When you deselect a object the editor is no longer used, is normal destroy the editor to release resource and make a new when you select the object again.

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avatar image lighting · Sep 11, 2016 at 10:16 AM 0
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Yeah. After losing focus means destroying for custom editor.

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Answer by lighting · Sep 11, 2016 at 10:17 AM

The solution is: place OnDestroy() in MonoBehavior script (instead of Editor script) and add ExecuteInEditor attribute for this MonoBehavior.

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avatar image ruudvangaal · May 17 at 08:01 AM 0
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Wouldn't adding separate classes for the custom editor part and the GameObject/component part perhaps be better? Now things are mixed and indeed you get OnDisable() calls.

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