Hey again,
Sorry for all the questions. I am really trying to dig deep into this, lol. This somewhat goes with my longer question in the suggestion thread about how to handle complex nested particle systems, but I was wondering if Slate has any way to, or you might have a suggestion on how to automatically apply Run In Edit Mode to all child scripts of an object, even if they instantiate during the run through of the particle system so that I do not have to manually put [ExecuteInEditMode] on the original scripts? I am wanting to try and use parts of this below in a cutscene but it instantiates line renders and other things which have scripts on them, so it actually makes the object appear when I scrub through or play it, but not the scripts.
Hello,
Not a problem at all 🙂
Unfortunately “Execute In Edit Mode” is not possible (by Unity) to apply in any way, other than explicitely adding the [ExecuteInEditMode] attribute to the class in the script. There is really no way around explicitly adding the [ExecuteInEditorMode] that Unity provides as far as I know.
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