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Question by Scej · Mar 22, 2016 at 08:49 PM · editor-scriptinggameobjectshierarchyparse

OnObjectCreate event

I need a way to detect when a new gameObject has been created or added to the hierarchy. The intent is to speed up development time for specific gameObjects that will always need the same configuration or component(s).

I tried EditorWindow.OnHierarchyChange() but it seems expensive in that it fires for EVERYTHING, new objects, deleted objects and values changed on objects, and I can't find a way to only parse the changed or new gameObject. I have to make a loop that parses every single object in the scene. Imagine this getting ran on all gameObjects every time a single value is changed.

 foreach (Transform x in Transform.FindObjectsOfType<Transform>())
         {
             // code to parse every gameObject goes here
         }

Heres an example of a perfect world

 EditorWindow.OnHierarchyNewObject() += ParseNewObject(newObject);
 ParseNewObject(GameObject theNewObject)
 {
     // onetime heavy lifting code goes here and only runs on the new gameObject
 }
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avatar image RobGraat · Mar 22, 2016 at 09:58 PM 0
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If you have specific game objects that always need the same configuration or components, why don't you use prefabs?

avatar image Scej RobGraat · Mar 23, 2016 at 02:39 AM 0
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Because some of the object are fbx files that are created by a 3D artist, these files that include animations would automatically get a GUID component attached.

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Answer by AhmedSabry19 · Mar 23, 2016 at 11:01 AM

Why don't you add OnEnable() method on that object that will be spawned in run-time and write into it whatever you want.

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avatar image Scej · Mar 23, 2016 at 03:52 PM 1
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I think that puts me back and square 1, manually adding things when I'm trying to write code to automatically add things.

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