I created a simple Custom Editor that shows how much time I spent on Unity. When the button on it is pressed, it records the start time in a Scriptable Object (It's dirty). When the button is pressed again, it records the end time. If the window is closed before the button is pressed, I use the OnDestroy() method to complete the recording. It works (I also use "ExecuteInEditMode"). Here is the problem: If I close Unity without pressing the button, the OnDestroy() method does not work this time. Is there any way to fix this?
You could add a callback to EditorApplication.quitting
Unity raises this event when the editor application is quitting.
Add an event handler to this event to receive a notification that the application is quitting.
Note that this will not fire if the Editor is forced to quit or if there is a crash. This event is raised when the quitting process cannot be cancelled.
Note btw that you could do it completely automated without a button or a ScriptableObject:
using UnityEngine;
using UnityEditor;
using System.Diagnostics;
public static class LogEditorTime
{
private static bool isLogging;
private static readonly StopWatch sw = new StopWatch ();
static void OnQuit()
{
sw.Stop();
var elapsedTime = sw.Elapsed;
Debug.Log($"Quitting the Editor after {elapsedTime.Hours}h {elapsedTime.Minutes}m {elapsedTime.Seconds}.{elapsedTime.Milliseconds / 10}s");
}
[InitializeOnLoadMethod]
static void OnLoad()
{
if(isLogging) return;
sw.Restart();
EditorApplication.quitting -= OnQuit;
EditorApplication.quitting += OnQuit;
isLogging = true;
}
}