position | Rectangle on the screen to use for the property field. |
property | The SerializedProperty to make a field for. |
label | Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all. |
includeChildren | If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it). |
bool True if the property has children and is expanded and includeChildren was set to false; otherwise false.
Use this to make a field for a SerializedProperty in the Editor.
See Also: SerializedProperty, SerializedObject.
//Attach a script like this to the GameObject you would like to have a custom Editor window.
using UnityEngine;
public class MyScript : MonoBehaviour { public int myInt = 90; }
//Create a folder and name it “Editor” and place this second script within it. To do this right click within the Assets directory and go to Create>Folder //Ensure you insert your first script’s name as a parameter in the CustomEditor e.g. [CustomEditor(typeof(MyScript))]
using UnityEngine; using UnityEditor;
// Custom Editor using SerializedProperties. // Make sure to put the name of the script on your GameObject in here [CustomEditor(typeof(MyScript))] // Automatic handling of multi-object editing, undo, and prefab overrides. [CanEditMultipleObjects]
public class EditorGUIPropertyField : Editor { SerializedProperty m_IntProperty;
void OnEnable() { // Fetch the objects from the MyScript script to display in the inspector m_IntProperty = serializedObject.FindProperty("myInt"); }
public override void OnInspectorGUI() { //The variables and GameObject from the GameObject script are displayed in the Inspector and have the appropriate label EditorGUI.PropertyField(new Rect(0, 300, 500, 30), m_IntProperty, new GUIContent("Int : "));
// Apply changes to the serializedProperty - always do this in the end of OnInspectorGUI. serializedObject.ApplyModifiedProperties(); } }