Legacy Documentation: Version 5.4
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EditorWindow.Awake

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Description

Called as the new window is opened.

Awake() message is called as a new editor window starts. This is similar to how an Awake() is called as an GameObject starts.

#pragma strict
// Show how Awake is called as an EditorWindow starts
// In the script the Awake message changes the string variable.

public class AwakeExample extends EditorWindow {

static var s: String = "hello"; @MenuItem("Examples/Awake Example") static function Init() { var window: AwakeExample = GetWindow(AwakeExample); window.Show(); } public function OnGUI() { EditorGUILayout.LabelField("Text Field: " + s); } public function Awake() { Debug.Log("Awake"); s = "demo"; } public function OnDestroy() { Debug.Log("OnDestroy"); } }
// Show how Awake is called as an EditorWindow starts
// In the script the Awake message changes the string variable.

using UnityEditor; using UnityEngine;

public class AwakeExample : EditorWindow {

static string s = "hello"; [MenuItem("Examples/Awake Example")] static void Init() { AwakeExample window = (AwakeExample)GetWindow(typeof(AwakeExample)); window.Show(); } public void OnGUI() { EditorGUILayout.LabelField ("Text Field: " + s); } public void Awake() { Debug.Log("Awake"); s = "demo"; } public void OnDestroy() { Debug.Log("OnDestroy"); } }