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Question by Logic Artist · Mar 29, 2014 at 10:46 AM · nullintilization

Initialization Delay

 using UnityEngine;
 using UnityEditor;
 using System.Collections;
 
 public class EditorTest : EditorWindow
 {
         string b = null;
 
         [MenuItem ("Window/TestNull")]
         static void Init ()
         {
                 EditorTest editor = (EditorTest)EditorWindow.GetWindow(typeof(EditorTest));
         }
 
         void OnGUI ()
         {
                 if (b != null) {
                         Debug.Log ("b is not Null");
                 }
 
 
         }
 }

This prints "b is not Null" the first time I open the window after a recompile of this script. It does not happen after I close and reopen the window.

if I put Debug.Log(b) I get blanks so b is empty

Where does b ever get set to anything but null? If I can not rely on initialization on declaration where is the the proper place for initialization?

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Answer by frarees · Mar 29, 2014 at 11:52 AM

It seems that if the instance of your EditorWindow is already there, Unity will initialize/deserialize b for you on assembly reload (this happens between EditowWindow contruction and OnEnable).

Mark b with [System.NonSerializable] to stop Unity deserializing that for you.

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