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Question by Nathans_Codes · Nov 02, 2021 at 12:45 PM · editorgui

Custom Inspector Button crashes Unity

I am making a procedural Planet Generator, and I am running into a substansial problem.
I've made some custom buttons and a slider for the Inspector, and every time I press one of these buttons or change a value, Unity freezes a bit and then crashes. There are no Console errors though.

Here are the two planet generator scripts:

TerrainFace.cs

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class TerrainFace
 {
     Mesh mesh;
     int resolution;
     Vector3 localUp;
     Vector3 axisA;
     Vector3 axisB;
     ShapeGenerator shapeGenerator;
 
     public TerrainFace(ShapeGenerator shapeGenerator, Mesh mesh, int resolution, Vector3 localUp)
     {
         this.shapeGenerator = shapeGenerator;
         this.mesh = mesh;
         this.resolution = resolution;
         this.localUp = localUp;
 
         axisA = new Vector3(localUp.y, localUp.z, localUp.x);
         axisB = Vector3.Cross(localUp, axisA);
     }
 
     public void ConstructMesh()
     {
         Vector3[] vertices = new Vector3[resolution * resolution];
         int[] triangles = new int[(resolution-1) * (resolution-1) * 6];
         int triIndex = 0;
         
 
         for(int y = 0; y < resolution; y++)
         {
             for (int x = 0; x < resolution; x++)
             {
                 int i = x + y * resolution;
                 Vector2 percent = new Vector2(x,y) / (resolution-1);
                 Vector3 pointOnUnitCube = localUp + (percent.x -.5f) * 2 * axisA + (percent.y-.5f) * 2 * axisB;
                 Vector3 pointOnUnitSphere = pointOnUnitCube.normalized;
                 vertices[i] = shapeGenerator.CalculatePointOnPlanet(pointOnUnitSphere);
 
                 if (x != resolution-1 && y!=resolution-1)
                 {
                     triangles[triIndex] = i;
                     triangles[triIndex + 1] = i + resolution + 1;
                     triangles[triIndex + 2] = i + resolution;
 
                     triangles[triIndex + 3] = i;
                     triangles[triIndex + 4] = i + 1;
                     triangles[triIndex + 5] = i + resolution + 1;
                     triIndex += 6;
                 }
             }
         }
         mesh.Clear();
         mesh.vertices = vertices;
         mesh.triangles = triangles;
         mesh.RecalculateNormals();
     }
 }

Planet.cs

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Planet : MonoBehaviour
 {
     [Range(2, 256)]
     public int resolution = 10;
     public bool autoUpdate = true;
 
     public ShapeSettings shapeSettings;
     public ColorSettings colorSettings;
 
     [HideInInspector]
     public bool shapeSettingsFoldout;
     [HideInInspector]
     public bool colorSettingsFoldout;
 
     ShapeGenerator shapeGenerator;
 
     [SerializeField, HideInInspector]
     MeshFilter[] meshFilters;
     TerrainFace[] terrainFaces;
 
 
     void Initialize() 
     {
         shapeGenerator = new ShapeGenerator(shapeSettings);
         if (meshFilters == null || meshFilters.Length == 0) {meshFilters = new MeshFilter[6];}
         terrainFaces = new TerrainFace[6];
 
         Vector3[] directions = {Vector3.up, Vector3.down, Vector3.left, Vector3.right, Vector3.forward, Vector3.back};
 
         for (int i = 0; i < 6; i++)
         {
             if (meshFilters[i] == null)
             {
                 GameObject meshObj = new GameObject("mesh");
                 meshObj.transform.parent = transform;
             
                 meshObj.AddComponent<MeshRenderer>().sharedMaterial = new Material(Shader.Find("Standard"));
                 meshFilters[i] = meshObj.AddComponent<MeshFilter>();
                 meshFilters[i].sharedMesh = new Mesh();
             }
             
             terrainFaces[i] = new TerrainFace(shapeGenerator, meshFilters[i].sharedMesh, resolution, directions[i]);
         }
     }
 
     public void GeneratePlanet()
     {
         Initialize();
         GenerateMesh();
         GeneratePlanet();
     }
 
     public void OnShapeSetingsUpdate()
     {
         if (autoUpdate)
         {
             Initialize();
             GenerateMesh();
         }
     }
 
     public void OnColorSettingsUpdate()
     {
         if (autoUpdate)
         {
             Initialize();
             GenerateColors();
         }
     }
 
     void GenerateMesh() 
     {
         foreach(TerrainFace face in terrainFaces)
         {
             if (face != null) {face.ConstructMesh();}
         }
     }
 
     void GenerateColors()
     {
         foreach (MeshFilter m in meshFilters)
         {
             m.GetComponent<MeshRenderer>().sharedMaterial.color = colorSettings.planetColor;
         }
     }
 }

And here's the Editor Script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEditor;
 
 [CustomEditor(typeof(Planet))]
 public class PlanetEditor : Editor
 {
     Planet planet;
     Editor shapeEditor;
     Editor colorEditor;
 
     public override void OnInspectorGUI()
     {
         using (var check = new EditorGUI.ChangeCheckScope())
         {
             base.OnInspectorGUI();
             if (check.changed)
             {
                 planet.GeneratePlanet();
             }
         }
 
         if (GUILayout.Button("Generate Planet"))
         {
             planet.GeneratePlanet();
         }
 
         DrawSettingsEditor(planet.shapeSettings, planet.OnShapeSetingsUpdate, ref planet.shapeSettingsFoldout, ref shapeEditor);
         DrawSettingsEditor(planet.colorSettings, planet.OnColorSettingsUpdate, ref planet.colorSettingsFoldout, ref colorEditor);
     }
 
     void DrawSettingsEditor(Object settings, System.Action onSettingsUpdated, ref bool foldout, ref Editor editor)
     {
         if (settings != null)
         {
             foldout = EditorGUILayout.InspectorTitlebar(foldout, settings);
             using (var check = new EditorGUI.ChangeCheckScope())
             {
                 if (foldout)
                 {
                     CreateCachedEditor(settings, null, ref editor);
                     editor.OnInspectorGUI();
 
                     if (check.changed)
                     {
                         if (onSettingsUpdated != null)
                         {
                             onSettingsUpdated();
                         }
                     }
                 }
             }
         }
     }
 
     private void OnEnable()
     {
         planet = (Planet)target;
     }
 }

Can anyone help me here?

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