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Unity Engine


OnValidate()

Editor-only function that Unity calls when the script is loaded or a value changes in the Inspector.
Read time 1 minuteLast updated 12 days ago

Definition

public void OnValidate()

Remarks

Use this to perform an action after a value changes in the Inspector; for example, making sure that data stays within a certain range.
OnValidate
is called at various stages during the Editor's normal operation, such as loading scenes, building a Player, and entering Play mode.
OnValidate
can be called often when the user interacts with an Inspector in the Editor. It can also be called from threads other than Unity's main thread, such as the loading thread. For these reasons, only use
OnValidate
to validate the data that changed. Don't use it to do other tasks such as creating objects or calling other non-thread-safe Unity API. You can't reliably perform Camera rendering operations from
OnValidate
. Instead, add a listener to EditorApplication.update, and perform the rendering during the next Editor Update call. Additional Resources: EditorApplication.update, EditorApplication.delayCall.

Examples

using UnityEngine;public class Health : MonoBehaviour{ [SerializeField] private int maxHealth = 100; [SerializeField] private int currentHealth = 100; // Called in editor when values are changed in Inspector private void OnValidate() { // Ensure maxHealth is at least 1 if (maxHealth < 1) maxHealth = 1; // Clamp currentHealth between 0 and maxHealth currentHealth = Mathf.Clamp(currentHealth, 0, maxHealth); }}