As far as I can tell, my code for both of the scripts is the same, but I can’t get the debug key working. I started with C, and then switched to Z, just in case, still nothing. Here is my script for the `[ExecuteAlways]
public class ComponentLabeler : MonoBehaviour
{
[SerializeField] Color defaultColor = Color.white;
[SerializeField] Color blockedColor = Color.gray;
TextMeshPro label;
Vector2Int coordinates = new Vector2Int();
Waypoint waypoint;
void Awake()
{
    label = GetComponent<TextMeshPro>();
    label.enabled = false;
    waypoint = GetComponentInParent<Waypoint>();
    DisplayCoordinates();
}
// Update is called once per frame
void Update()
{
    if(!Application.isPlaying)
    {
        DisplayCoordinates();
        UpdateObjectName();
    }
    ColorCoordinates();
    ToggleLabels();
}
void ToggleLabels()
{
    if(Input.GetKeyUp(KeyCode.Z))
    {
        Debug.Log("Debug mode enabled.");
        label.enabled = !label.IsActive();
    }
}
void ColorCoordinates()
{
    if(waypoint.IsPlaceable)
    {
        label.color = defaultColor;
    }
    else
    {
        label.color = blockedColor;
    }
}
void DisplayCoordinates()
{
    coordinates.x = Mathf.RoundToInt(transform.parent.position.x / UnityEditor.EditorSnapSettings.move.x);
    coordinates.y = Mathf.RoundToInt(transform.parent.position.z / UnityEditor.EditorSnapSettings.move.z);
    label.text = coordinates.x + " , " + coordinates.y;
}
void UpdateObjectName()
{
    transform.parent.name = coordinates.ToString();
}
}
`
