Answer by Sigil
I didn't see a direct call, but this worked in my editor script (dll to be particular): EditorApplication.ExecuteMenuItem("Edit/Play");
View ArticleAnswer by Bunny83
Well, you can also set [EditorApplication.isPlaying][1] ;) ***edit*** Since there were complaints that "EditorApplication" can't be used in runtime scripts, here's how you **can** use it: //C# public...
View ArticleAnswer by FiveFingers
Application.isPlaying is read only play state. Accessing the menu works, but only on a editor script. Not on a runtime one. EditorApplicatio can't be used there.
View ArticleAnswer by salat
isPlaying work only in Editor scripts. in runtime use Debug.Break() to pause (not same as Debug.DebugBreak()) http://docs.unity3d.com/Documentation/ScriptReference/Debug.Break.html
View ArticleAnswer by Istador
Debug.Break() is pausing the game, not stopping it. Sadly you can't build a standalone version with "UnityEditor.EditorApplication.isPlaying = false;" in your code, because the class is unknown to the...
View ArticleAnswer by Pawcijo
In Unity 5.x u can change Application.isPlaying to false and it works :) @Pawcijo
View ArticleAnswer by Dynam1ke
you can also make a Debug.LogError("test") and make the editor pause on error
View ArticleAnswer by Sigil
I didn't see a direct call, but this worked in my editor script (dll to be particular): EditorApplication.ExecuteMenuItem("Edit/Play");
View ArticleAnswer by Bunny83
Well, you can also set [EditorApplication.isPlaying][1] ;) ***edit*** Since there were complaints that "EditorApplication" can't be used in runtime scripts, here's how you **can** use it: //C# public...
View ArticleAnswer by FiveFingers
Application.isPlaying is read only play state. Accessing the menu works, but only on a editor script. Not on a runtime one. EditorApplicatio can't be used there.
View ArticleAnswer by salat
isPlaying work only in Editor scripts. in runtime use Debug.Break() to pause (not same as Debug.DebugBreak()) http://docs.unity3d.com/Documentation/ScriptReference/Debug.Break.html
View ArticleAnswer by Istador
Debug.Break() is pausing the game, not stopping it. Sadly you can't build a standalone version with "UnityEditor.EditorApplication.isPlaying = false;" in your code, because the class is unknown to the...
View ArticleAnswer by Pawcijo
In Unity 5.x u can change Application.isPlaying to false and it works :) @Pawcijo
View ArticleAnswer by Dynam1ke
you can also make a Debug.LogError("test") and make the editor pause on error
View ArticleAnswer by Sigil
I didn't see a direct call, but this worked in my editor script (dll to be particular): EditorApplication.ExecuteMenuItem("Edit/Play");
View ArticleAnswer by Bunny83
Well, you can also set [EditorApplication.isPlaying][1] ;) ***edit*** Since there were complaints that "EditorApplication" can't be used in runtime scripts, here's how you **can** use it: //C# public...
View ArticleAnswer by FiveFingers
Application.isPlaying is read only play state. Accessing the menu works, but only on a editor script. Not on a runtime one. EditorApplicatio can't be used there.
View ArticleAnswer by salat
isPlaying work only in Editor scripts. in runtime use Debug.Break() to pause (not same as Debug.DebugBreak()) http://docs.unity3d.com/Documentation/ScriptReference/Debug.Break.html
View ArticleAnswer by Istador
Debug.Break() is pausing the game, not stopping it. Sadly you can't build a standalone version with "UnityEditor.EditorApplication.isPlaying = false;" in your code, because the class is unknown to the...
View ArticleAnswer by Pawcijo
In Unity 5.x u can change Application.isPlaying to false and it works :) @Pawcijo
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