# EnteredEditMode

> Occurs during the next update of the Editor application if it is in edit mode and was previously in play mode.

## Definition

* **Type:** Field
* **Namespace:** [UnityEditor](/engine/6000.7/script-reference/unityeditor.md)
* **Assembly:** UnityEditor.CoreModule

```csharp
EnteredEditMode = 0
```

### Remarks

In this condition both [EditorApplication.isPlaying](/engine/6000.7/script-reference/unityeditor/editorapplication/isplaying.md) and [EditorApplication.isPlayingOrWillChangePlaymode](/engine/6000.7/script-reference/unityeditor/editorapplication/isplayingorwillchangeplaymode.md) are `false`.

For new code, use [OnEnteringEditModeAttribute](/engine/6000.7/script-reference/unityeditor/scripting/lifecyclemanagement/onenteringeditmodeattribute.md) instead to avoid unnecessary event subscription handling. For more information, refer to [Code reload and the code lifecycle](/engine/6000.7/manual/scripting/compilation-and-code-reload/programming-code-lifecycle.md) in the manual.
