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Question by Lambastard · Aug 04, 2014 at 08:59 AM · editorautomatic

Script runs in editor, on its own

So I wrote a script (attached to a gameobject) that uses Start() to call the Constructor of a non-monobehaviour script, which in turn instantiates a few other gameobjects. I click 'play', the scripts execute and those gameobjects get spawned.

So far, so normal. Up to a certain point it worked fine, but at some time - it might have coincided with the update to the latest Unity version - those scripts started running in the editor rather than when pressing 'play'. This is not at all desirable to me.

I don't know why they do this, none of my scripts have ever done so before, and I just want them to stop running on their own without my explicit orders to do so.

Can anyone point me at the culprit?

Thanks in advance.

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avatar image Paulo-Henrique025 · Aug 04, 2014 at 08:59 AM 0
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You sure you are not using [ExecuteInEdit$$anonymous$$ode]?

avatar image Lambastard · Aug 04, 2014 at 09:01 AM 0
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Absolutely certain. I didn't even know such a thing existed. Also checked all my scripts just now, and I didn't include it anywhere by accident either.

avatar image MarkD · Aug 04, 2014 at 03:00 PM 1
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Without the code itself it is hard to pinpoint what is causing this.

$$anonymous$$aybe you created an editor script? (which will always run in edit mode).

With Javascript it would have @CustomEditor

avatar image Lambastard · Aug 10, 2014 at 07:53 AM 0
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I've gotten it to stop doing it. Apparently, having a public pointer in a monobehaviour class attached to a gameobject, which points to a non-monobehaviour class, automatically calls that class' constructor, even in the editor. Weird sh!t.

I'm still curious about this - my classes had no special tags at all apart from [System.Serializable], so I really don't know what would've caused it.

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