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Question by ptpaterson · May 20, 2012 at 03:32 AM · inspectoraddcomponent

Adding a component in the editor with a script

I would like to use a script to add a MeshFilter and MeshRenderer to the gameObject so it will show up in the scene window. I put the code in OnEnable(), my components show up once I hit play, but they I want them to be there so I can see them in the inspector and play with it, and even extend the editor to do so, but I am stuck.

Where should I place an AddComponent so that it will happen in the editor. Is something that must be done in an editor script?

Here's the code I've tried.

 public class SimpleSprite : MonoBehaviour {
     void OnEnable() {
         if (gameObject.GetComponent<MeshFilter>() == null)
         {
             Mesh mesh = new Mesh();
             mesh.name = gameObject.name;
             gameObject.AddComponent<MeshFilter>().mesh = mesh;
         }
         else if (gameObject.GetComponent<MeshFilter>().sharedMesh == null)
         {
             Mesh mesh = new Mesh();
             mesh.name = gameObject.name;
             gameObject.GetComponent<MeshFilter>().mesh = mesh;
         }
     }
 }
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avatar image syclamoth · May 20, 2012 at 03:33 AM 0
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Write an editor script. While it's not strictly necessary to do so, as a general rule if you're doing something that modifies a system as a whole it should be done from outside the system- hence an editor script. I assume you want the changes to be serializable and thus saved with the scene?

avatar image ptpaterson · May 20, 2012 at 04:39 PM 0
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Yes, making sure the changes I make are saved with the scene is important. I got it to work by adding the [ExecuteInEdit$$anonymous$$ode] attribute, but I don't know how it fits into best practices, if there are any :p If I use an editor script, when would be the best place to add a component and modify it? I don't want to have to check if the component exists every OnInspectorGui().

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