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Question by Jessy · Feb 27, 2011 at 02:40 AM · editorarraylistinspectoreditorwindow

How do you emulate array/List Inspector behavior with an Editor window?

It has been asked, but I can't find the answer. As an example, I want to be able to find all the objects that use a material. The end of this script is what needs work; instead of that, I want to be able to use the up/down arrow keys to highlight the renderers.

And if you have a better solution for viewing the materials list, please let me know.

using UnityEngine; using UnityEditor; using System.Collections.Generic;

class MaterialUsersMenu : EditorWindow {

static Material material;

[MenuItem("Assets/List Scene Objects Using Material", true)] static bool Validate () { material = Selection.activeObject as Material; return material; }

// 1011 is the earliest priority that results in a new menu section in all standard menus. // This is undocumented, and may need to be changed in the future to assure proper placement in the menu. [MenuItem ("Assets/List Scene Objects Using Material", false, 1011)] static void OpenWindow () { GetWindow<MaterialUsersMenu>(true, "Game Objects using " + material.name, true); }

static Vector2 scrollPosition;

void OnGUI () { List<Renderer> renderers = new List<Renderer>(); foreach (Renderer renderer in Resources.FindObjectsOfTypeAll(typeof(Renderer)) ) if (renderer.sharedMaterial == material) renderers.Add(renderer);

 // This is the best I have so far.
 scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
 foreach (Renderer renderer in renderers) EditorGUILayout.ObjectField(renderer, typeof(Renderer));
 EditorGUILayout.EndScrollView();

}

}

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