# OnWizardUpdate()

> This is called when the wizard is opened or whenever the user changes something in the wizard.

## Definition

* **Type:** Method
* **Namespace:** [UnityEditor](/engine/6000.5/script-reference/unityeditor.md)

```csharp
public void OnWizardUpdate()
```

### Remarks

This allows you to set the [ScriptableWizard.helpString](/engine/6000.5/script-reference/unityeditor/scriptablewizard/helpstring.md), [ScriptableWizard.errorString](/engine/6000.5/script-reference/unityeditor/scriptablewizard/errorstring.md) and enable/disable the Create button via [ScriptableWizard.isValid](/engine/6000.5/script-reference/unityeditor/scriptablewizard/isvalid.md). Also it lets you change labels (for timers i.e.) or buttons when the wizard is being shown Additional Resources: [ScriptableWizard.DisplayWizard](/engine/6000.5/script-reference/unityeditor/scriptablewizard/displaywizard.md) ![CloneObjects (OnWizardUpdate())](/api/media?file=/engine/6000.5/media/images/CloneObjects.png) *ScriptableWizard window for cloning a Game Object.*

### Examples

```csharp

// Simple Wizard that clones an object several times.

using UnityEngine;
using UnityEditor;
using System.Collections;

public class CloneObjects : ScriptableWizard
{
    public GameObject objectToCopy = null;
    public int numberOfCopies = 2;
    [MenuItem("Example/Clone objects")]
    static void CreateWindow()
    {
        // Creates the wizard for display
        ScriptableWizard.DisplayWizard("Clone an object.", typeof(CloneObjects), "Clone!");
    }

    void OnWizardUpdate()
    {
        helpString = "Clones an object a number of times and move the cloned objects to the origin";
        if (!objectToCopy)
        {
            errorString = "Please assign an object";
            isValid = false;
        }
        else
        {
            errorString = "";
            isValid = true;
        }
    }

    void OnWizardCreate()
    {
        for (int i = 0; i < numberOfCopies; i++)
            Instantiate(objectToCopy, Vector3.zero, Quaternion.identity);
    }
}
```
