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ExecuteInEditMode, executing a separate class on the same script?
I need two methods in a class to execute in edit mode to grab an object reference (so I don't have to play the drag and drop game). So I made a small class inside the same script that does what I want and set [ExecuteInEditMode] on it. However it does not seem to actually execute, only the class with the same name as the script executes.
Is there a way to accomplish this without having to add another component to my game object for a measly 7 lines of code?
Answer by JoeStrout · Apr 29, 2015 at 10:08 PM
Just set [ExecuteInEditMode] on your "real" class. There's generally no harm in having that, even for classes whose primary purpose is runtime.
And yeah, a "component" that Unity's going to know anything about is a class (that derives from MonoBehaviour) in a file of the same name as the class. So you can't have two components in one file.
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