Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by paulrts · Feb 05, 2019 at 12:16 PM · scenecustomeditorleakonenableondisable

Object created in CustomEditor is leaked into scene when play is pressed.

I want to instance and destroy an object when custom editor is enabled in edit mode (ie, currently selected in scene).

However, if you press play, the created object gets leaked, despite being destroyed in the OnDisable method.

Gif demonstration of issue: https://i.imgur.com/EZOXOmx.gif

Project reproducing the issue: https://github.com/paulmriordan/unity-custom-editor-instance-disable-bug

Using Unity 2018.3.0f2

 public class CreateOnClickInScene : MonoBehaviour
 {
     public GameObject CreatedObject;
 }
 
 #if UNITY_EDITOR
 [CustomEditor(typeof(CreateOnClickInScene))]
 public class CreateOnClickInSceneEditor : Editor
 {
     private CreateOnClickInScene Target { get { return (CreateOnClickInScene)target; } }
 
     private void OnEnable()
     {
         if (!Application.isPlaying)
         {
             Target.CreatedObject = new GameObject("Editor only object");
         }
     }
 
     private void OnDisable()
     {
         DestroyImmediate(Target.CreatedObject);
         Target.CreatedObject = null;
     }
 }

Comment
Add comment · Show 6
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image akaBase · Feb 05, 2019 at 12:23 PM 0
Share

Is it not the bool reverse (!) in your OnDisable call of Application.isPlaying?

avatar image paulrts akaBase · Feb 05, 2019 at 12:24 PM 0
Share

No, I only want this behaviour when the application is not playing

avatar image akaBase paulrts · Feb 05, 2019 at 12:27 PM 0
Share

Exactly, it looks like it says "If the game isn't playing destroy" ins$$anonymous$$d of "if the game is playing destroy"

Show more comments
Show more comments

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

119 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Finding the exact time in a WaitForSeconds that it is currently at 2 Answers

screenviewcoord[1] < 0 || screenviewcoord[3] < 0 5 Answers

would Unity disable gameobject temporary and automatically when loading a big assetbundle? 0 Answers

OnSceneChange for Don'tDestroyOnLoad GameObjects? 0 Answers

How to add only 1 value in a list in the Update function when a GameObject is active for many frames 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges