V3.0. executeInEditMode weird behavior

In CC 3.0. I created following component:

import { _decorator, Component } from 'cc';
const { ccclass, executeInEditMode } = _decorator;

@ccclass('TestUpdate')
@executeInEditMode
export class TestUpdate extends Component {
    update (deltaTime: number) {
        console.error('TestUpdate.update()');
    }
}

When I attach it to the node, I don’t have any update loop on the component whether the node is selected or not. There are single calls when I click something in the editor or change focus of nodes, but I don’t see constant update loop.

However, when I add another one node with a particle system to the scene (it doesn’t matter 2D or 3D), I have an update loop on my component when the node with particle system is selected. And it stops when any other node is selected.

I believe, this is wrong behavior, as it completely different than it was on v2.4.

Any ideas on how to get it work?

you should also add @playOnFocus

@Horchynskyi Nope, having @playOnFocus doesn’t change anything:

import { _decorator, Component } from 'cc';
const { ccclass, executeInEditMode, playOnFocus } = _decorator;

@ccclass('TestUpdate')
@executeInEditMode
@playOnFocus
export class TestUpdate extends Component {
    update (deltaTime: number) {
        console.error('TestUpdate.update()');
    }
}

The problem still exists. @slackmoehrle could you help with this?

sure, I can ask engineering when they return from national holiday

Thanks for the feedback, after verification, it is confirmed that the latest version 3.3.1 still has this problem

Thanks for the feedback, this may be a bug, I have internal feedback to deal with.