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Not updating when script value is changed by an editor script

I have an editor script that generates text based on a prefab created with SpriteText. My script successfully builds the instances of the SpriteText, but the objects are not updating for the new text string assigned programmatically.

// Executed within OnInspectorGUI
var clone : GameObject = EditorUtility.InstantiatePrefab(target.WordPrefab);
clone.name = ""+index+"_"+p;
clone.transform.parent = words.transform;

var spriteText : SpriteText = clone.GetComponentInChildren(typeof(SpriteText));
spriteText.text = p; // assigning new text string

// trying to force an update
EditorUtility.SetDirty(spriteText);
EditorUtility.SetDirty(clone);
spriteText.UpdateMesh();     
spriteText.SendMessage("Update");

When this code is executed, I get the new prefab instances, but they all appear with the default prefab text, despite that when I look at the inspector for each item they have been assigned the new text correctly. If I manually change the text, it then will finally update, but I can't seem to trigger an update from my editor script. The calls to UpdateMesh() and SendMessage() are simply my feeble attempts, but no luck.

Any ideas to force the script/object to update?

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asked Nov 01, 2010 at 07:40 PM

Steven Walker gravatar image

Steven Walker
1.2k 78 66 102

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1 answer: sort voted first

Are you applying [ExecuteInEditMode] on the SpriteText GameObject?

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answered Feb 11, 2011 at 05:59 PM

mstultz gravatar image

mstultz
41 3 2 9

I didn't make any changes to the any of the the SpriteText code.

Feb 12, 2011 at 04:37 PM Steven Walker
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asked: Nov 01, 2010 at 07:40 PM

Seen: 2532 times

Last Updated: Nov 01, 2010 at 07:40 PM