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Why i don't see the button in the Inspector on debug mode ?

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I have this button script: using UnityEngine; using System.Collections; using UnityEditor; [CustomEditor(typeof(LevelMap))] public class CustomButton : Editor { public override void OnInspectorGUI() { LevelMap Generate = (LevelMap)target; if (GUILayout.Button("Generate Map")) { Generate.GenerateNew(); } } } And a script that is attached to a empty GameObject the Level Map: using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; [ExecuteInEditMode] public class LevelMap : MonoBehaviour { public GameObject Node; public Vector3 nodeSize; public int Rows; public int Columns; public int mapWidth; public int mapHeight; public float Spacing = 2.0f; public float spawnSpeed = 0; private void Start() { Generate(); } private void Generate() { for (int x = 0; x < mapWidth; x++) { for (int z = 0; z < mapHeight; z++) { GameObject block = Instantiate(Node, Vector3.zero, Node.transform.rotation) as GameObject; block.transform.parent = transform; block.transform.localPosition = new Vector3(x, 0, z); } } } public void GenerateNew() { Generate(); } } One of the problems is that in the Inspector if the mode is normal i see the Generate Button. But i don't see the public variables of Level Map. If i change the mode to Debug then i will see the Level Map public variables but i will not see the button. How can i make that i will see the button and the variables at the same mode ? (normal or debug) Another problem is how can i make that if generated a new map now if i will change one or more of the variables values in the editor it will effect the GenerateMap in real time ? For example if i change the Spacing variable value if it was for example 2 and i change it to 4 then generate a new map but with spacing 4. So the button is like for reset to generate whole new map but changing variables values will effect the current map only.

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