void OnEnable() // ReSharper restore UnusedMember.Local { //Debug.Log("ComponentEditor OnEnable: " + target); Hide("margins"); // TEMP // Unity bug: checking a target causes error // Actually found the additional info: // "Instance of StageEditor couldn't be created because there is no script with that name." // the source of this error is because I'm recompiling the actual editor assembly (eDriven.Gui.Editor) // so doing this, Unity cannot find the appropriate editor class at a particular moment // when rebuilding scripts in the Playground, it works fine _adapterAnalysis = new AdapterAnalysis(target); #if DEBUG if (DebugMode) { Debug.Log(string.Format(@"===== AdapterAnalysis ===== {0}", _adapterAnalysis)); } #endif Initialize(); //Debug.Log(string.Format("OnEnable. Instance ID: {0}. isPlaying: {1}. isPlayingOrWillChangePlaymode: {2}.", target.GetInstanceID(), EditorApplication.isPlaying, EditorApplication.isPlayingOrWillChangePlaymode)); if (EditorApplication.isPlaying && EditorSettings.WatchChanges) { PersistenceManager.Instance.Watch(target); } }