// register ourselves with our scene manager internal void Awake() { // cannot change visibility since this might have an effect on exporter this.hideFlags |= HideFlags.DontSaveInBuild; ComponentUpgrader.UpgradeWhenNecessary(this); if (CSGSceneManagerRedirector.Interface != null) { CSGSceneManagerRedirector.Interface.OnCreated(this); } }
// register ourselves with our scene manager void Awake() { // cannot change visibility since this might have an effect on exporter this.hideFlags |= HideFlags.DontSaveInBuild; this.gameObject.tag = "EditorOnly"; this.brushNodeID = CSGNode.InvalidNodeID; ComponentUpgrader.UpgradeWhenNecessary(this); if (CSGSceneManagerRedirector.Interface != null) { CSGSceneManagerRedirector.Interface.OnCreated(this); } }