Hi!
I cannot make [ExecuteInEditMode] run FixedUpdate. It runs properly LateUpdate and Update, but does not call FixedUpdate.
Is it the expected behaviour? In that case, the documention isn’t clear as it says all the event functions are being called with this attribute.
Otherwise, how do I get to make it work / how did I break it? 
My guess is that yes this is expected behaviour since fixed update doesn’t make any sense for edit mode. Update is only called in that mode sporadically, E.G if you move an object in the scene view. So fixed update would never make sense there since its main use is for physics functions and being called at set intervals. Set intervals doesn’t make sense in edit mode if even update doesn’t run per frame 
fair enough!
I am trying to make some rigidbodies move in edit mode, but I suppose that’s not where I should be looking
Very late to the party but this works with the editor coroutine package. But as I recall MonKey commander already does this so you might have resolved the issue.
However I’d like to ask if you ever managed to get things done on LateUpdate in the editor ? I’m trying to temper transform after Timeline in the editor but got no chance yet. It works in play mode but not at edit time.
EditorCoroutineUtility.StartCoroutine(StepPhysicEditor(), gameObject).ToOption();
private IEnumerator StepPhysicEditor()
{
var maxIter = 1000;
while (enabled || maxIter-- > 0)
{
StepPhysics();
yield return null;
}
}