With all these new scripting changes, what place / callback is there, if any, to make structural changes to a game object or scene at validation time? E.g. a component that requires N (inspector editable value) Audio sources to be present on an object, needs a way of adding or removing the appropriate number of components, and serializing their references into an array so the behaviour doesn't have to run this logic in Awake? OnValidate "no longer" allows structural changes such as AddComponent (perhaps it never really did, but the new import workers in 2022/2023 are what really cause some warning spam now) So what do we use? Make all these scripts ExecuteInEditMode and run the validation code in Update? What about prefabs not open in a stage? What about runtime code in these scripts that also needs to run in Awake/Update? Just pepper them with nested ifs? I've worked with OnPostprocessScene and OnPostprocessAsset but these also seem to run at a strange time and would need to perform these potentially expensive workloads for the entire scene every time.