/// <summary> /// Executed when the Editor's playmode changes allowing for capture of required data /// </summary> static void OnPlaymodeStateChanged(UnityEditor.PlayModeStateChange state) { if (UnityEngine.Application.isPlaying && EditorApplication.isPlayingOrWillChangePlaymode) { UpdateLaunchFile(); } }
public static void OnPlayModeStateChange(UnityEditor.PlayModeStateChange pmsc) { // We don't want any of our callbacks causing trouble outside of play mode. if (pmsc != UnityEditor.PlayModeStateChange.EnteredPlayMode) { CompilationPipeline.assemblyCompilationStarted -= WorkaroundDestroyManagersBeforeCompile; } }
/// <summary> /// Executed when the Editor's playmode changes allowing for capture of required data /// </summary> #if UNITY_2017_2_OR_NEWER static void OnPlaymodeStateChanged(UnityEditor.PlayModeStateChange state)