//[PostProcessScene] //private static void OnBuild() //{ // SaveAllModified(false); // //AssetDatabase.SaveAssets(); //} #if UNITY_2017_2_OR_NEWER private static void OnPlaymodeStateChanged(PlayModeStateChange state) { if (_instance == null) { return; } if (state == PlayModeStateChange.ExitingEditMode) { FGTextEditor.MenuReloadAssemblies(); } }