class in UnityEditor
/
Hereda de:CustomEditor
Tells an Editor class which run-time type it's an editor for when the given RenderPipeline is activated.
When you make a custom editor for a component that changes based on the active RenderPipeline you need to put this attribute on the class.
See Also: Editor class.
CustomEditorForRenderPipelineAttribute | Defines which object type the custom editor class can edit. |
isFallback | If true, match this editor only if all non-fallback editors do not match. Defaults to false. |