static void HandleChange(PlayModeStateChange aChange) { if (aChange == PlayModeStateChange.ExitingEditMode) { EditInIsolation.DisableObjects(); } if (aChange == PlayModeStateChange.EnteredEditMode) { EditInIsolation.EnableObjects(); } }
static void HandleChange() { // Disable objects -before- we start playing. Don't want Awake events. if (!wasPlayingPre && EditorApplication.isPlayingOrWillChangePlaymode) { EditInIsolation.DisableObjects(); } // Enable objects -after- playing has ended. Don't want Unity to restore original disabled state afterwards if (wasPlayingPost && !EditorApplication.isPlaying) { EditInIsolation.EnableObjects(); } wasPlayingPre = EditorApplication.isPlayingOrWillChangePlaymode; wasPlayingPost = EditorApplication.isPlaying; }