Reputation: 31
What are the use-cases for using ExecuteInEditMode and what are for Editor scripts? When to use one instead of another?
Upvotes: 2
Views: 6475
Reputation:
ExecuteInEditMode - This is an attribute for scripts, denoted as [ExecuteInEditMode]
. By default, MonoBehaviours are only executed in play mode. By adding this attribute, any instance of the MonoBehaviour will have its callback functions executed while the Editor is not in playmode. Use-Cases for this include, but are not limited to:
The Knights of Unity have released a tutorial on some sample functionality for ExecuteInEditMode that expands on this.
Editor Scripts - This is a collection of scripts that extend the Editor class, a Base class to derive custom Editors from. This can be used to create your own custom inspector guis and editors for your objects. For more information, check out this video on Editor Scripting. Since Editor Scripts are programmed, you may also want to view the Scripting API.
Upvotes: 6
Reputation: 963
With Editor you customize MonoBehaviour appearance.
For ExecuteInEditMode most use cases would be modification of Scene View, for example Mesh Renderer (I do not know if Mesh Renderer uses ExecuteInEditMode but it could), it will render Mesh in game but it does also render this mesh in scene view.
Some other use cases: validation, communication with other components, modification other components, modification gameobjects, basically you can do most of things that you could do in-game and in-editor.
Upvotes: 0