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Question by rooftoppr · Mar 14, 2016 at 10:48 AM · meshmonodeveloprefresh

Interactively work on a programmatic mesh

Hi! I'm working on code that generates a mesh, like in this example.

 using UnityEngine;
 using System.Collections;
 [ExecuteInEditMode]
 public class MeshBehaviour : MonoBehaviour {
     void Start() {
         gameObject.AddComponent<MeshFilter>();
         gameObject.AddComponent<MeshRenderer>();
         Mesh mesh = GetComponent<MeshFilter>().mesh;
         mesh.Clear();
         mesh.vertices = new Vector3[] {new Vector3(0, 0, 0), new Vector3(0, 1, 0), new Vector3(1, 1, 0)};
         mesh.uv = new Vector2[] {new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1)};
         mesh.triangles = new int[] {0, 1, 2};
     }
 }

What I want in this particular case is to iterate quickly, i.e. not having to exit and enter play mode all the time. So I found this [ExecuteInEditMode] attribute which enables rendering of the custom mesh in edit mode. Unfortunately when I change the code and save the script (in MonoDevelop) nothing happens. If I enter play mode or exit it, then the changes become active.

Is there a way to reload a script in Unity upon change for both play mode and edit mode?

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Answer by Zak_33 · Mar 15, 2016 at 08:46 PM

I think what you want is the DidReloadScripts attribute. Static methods with this attribute will be called every time Unity reloads a script file from your project.

Have a look at this code. It will recreate the mesh whenever you modify the code, without the need to enter/exit play mode.

 using UnityEngine;
 
 [ExecuteInEditMode]
 public class MeshBehaviour : MonoBehaviour
 {
     [UnityEditor.Callbacks.DidReloadScripts]
     static void CreateMesh()
     {
         Mesh mesh = FindObjectOfType<MeshBehaviour>().GetComponent<MeshFilter>().sharedMesh;
 
         mesh.Clear();
         mesh.vertices = new Vector3[] { new Vector3(0, 0, 0), new Vector3(0, 1, 0), new Vector3(1, 1, 0) };
         mesh.uv = new Vector2[] { new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1) };
         mesh.triangles = new int[] { 0, 1,2 };
     }
 
     void Start()
     {
         if (gameObject.GetComponent<MeshFilter>() == null)
         {
             gameObject.AddComponent<MeshFilter>();
         }
 
         if (gameObject.GetComponent<MeshRenderer>() == null)
         {
             gameObject.AddComponent<MeshRenderer>();
         }
 
         CreateMesh();
     }
 }

This code only works if you have exactly one instance of your script in the scene, but you can adapt it to handle more.

As a side note, you should comment the DidReloadScripts line once you are done working on your mesh, as it will keep recreating it even if you modify only another script.

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