protected override void Awake() { Clear(); UpdateMaterial(); if (_vectorGraphics != null) { _vectorGraphics.AddReference(this); } base.Awake(); }
// We have to clear editor data and load runtime data // Also it handles duplicating game objects protected override void Awake() { base.Awake(); CacheComponents(); meshFilter.sharedMesh = null; if (_vectorGraphics != null) { _vectorGraphics.AddReference(this); } Clear(); PrepareForRendering(true); }
// We have to clear editor data and load runtime data // Also it handles duplicating game objects protected override void Awake() { base.Awake(); meshFilter.sharedMesh = null; if (_vectorGraphics != null) { _vectorGraphics.AddReference(this); } Clear(); PrepareForRendering(true); #if UNITY_EDITOR UpdateTimeStamp(); #endif }