//Runs when game Starts void Start() { //Window settings - set window fullsreen at start Screen.fullScreen = false; //Create a gameobject and attach a MeshFilter. //MeshFilter is required to asign and change mesh currentObject = new GameObject("GeneratedMeshObject", typeof(MeshFilter)); //Attach a MeshRenderer as well. //MeshRenderer is required to display the mesh and change materials/apparence. currentObjectMeshRenderer = currentObject.AddComponent <MeshRenderer>(); //Set Camera to Examine Mode at start viewcamera.currentmode = EditorCamera.Mode.Examine; viewcamera.SetExamineTarget(currentObject); //User Interfaces //Add support for undos AddCodeInputfieldsToSupportUndo(); //Set all the user InputFields to the default values SetDefaultValuesToInputField(); #if UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX //We want to check if we had previously saved the project path, //Update directory to be the previous project path string path = PlayerPrefs.GetString("LastProjectPath", Application.persistentDataPath); if (path != "nopath") { WorkingProjectPath.text = path; PopulateProjectbrowser(WorkingProjectPath.text); } #elif UNITY_ANDROID //For Android, The project path will always be "Application.persistentDataPath" //This is the path allocated by the android device for the app WorkingProjectPath.text = Application.persistentDataPath; PopulateProjectbrowser(WorkingProjectPath.text); #endif }