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Question by Goest_ · Dec 03, 2016 at 09:35 AM · c#editor-scriptingcustom-inspector

Transition Viewable Variables in Custom Inspector

I'm making an asset and I just recently got into editor scripting and for my component I'd like to hide some settings when a specific enum is selected. Currently my custom editor looks like this...https://i.imgsafe.org/080201ba60.gif I'm using this code...

MyClass

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class MyClass : MonoBehaviour 
 {
     public enum MyEnum {Option1, Option2};
     public MyEnum myEnum;
 
     public float option1Float;
     public GameObject option1GameObject;
 
     public float option2Float;
     public Vector3 option2Vector3;
     public int option2Int;
 }

MyClassEditor

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEditor;
 
 [CustomEditor(typeof(MyClass))]
 public class MyClassEditor : Editor 
 {
     SerializedProperty myEnum_Prop;
     SerializedProperty option1Float_Prop;
     SerializedProperty option1GameObject_Prop;
     SerializedProperty option2Float_Prop;
     SerializedProperty option2Vector3_Prop;
     SerializedProperty option2Int_Prop;
 
     void OnEnable()
     {
         myEnum_Prop = serializedObject.FindProperty("myEnum");
         option1Float_Prop = serializedObject.FindProperty("option1Float");
         option1GameObject_Prop = serializedObject.FindProperty("option1GameObject");
         option2Float_Prop = serializedObject.FindProperty("option2Float");
         option2Vector3_Prop = serializedObject.FindProperty("option2Vector3");
         option2Int_Prop = serializedObject.FindProperty("option2Int");
     }
 
     public override void OnInspectorGUI()
     {
         serializedObject.Update();
 
         EditorGUILayout.PropertyField(myEnum_Prop);
 
         MyClass.MyEnum myEnum = (MyClass.MyEnum)myEnum_Prop.enumValueIndex;
 
         switch (myEnum)
         {
             case MyClass.MyEnum.Option1:
                 EditorGUILayout.PropertyField(option1Float_Prop);
                 EditorGUILayout.PropertyField(option1GameObject_Prop);
                 break;
             case MyClass.MyEnum.Option2:
                 EditorGUILayout.PropertyField(option2Float_Prop);
                 EditorGUILayout.PropertyField(option2Vector3_Prop);
                 EditorGUILayout.PropertyField(option2Int_Prop);
                 break;
         }
         serializedObject.ApplyModifiedProperties();
     }
 }

When I hide variables and show the ones I'd like to see, I want it to transition similarly to how unity's button component does https://i.imgsafe.org/08361a034f.gif Any help is much appreciated.

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