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Question by Jeff-Kesselman · Apr 08, 2017 at 07:00 PM · c#unityeditorinspectorcustom

why is the + button from UnityEvent in Custom Inspector unresponsive?

The + button is my UnityEvents in my custom inspector is unresponsive.

I think Im doing everything I've seen from googling.

Here is my code. I apologize that it is a bit complex... Updated code to pass the SP by reference, stil ldoesn't work...

 public class PlugInputBinderEditor : Editor
 {
     private bool showButtonBindings = false;
     private bool showFloatBindings = false;
     private bool showNormalizedBindings = false;
     private bool showAsciiBindings = false;
     private HashSet<string> openFoldouts = new HashSet<string>();
     public override void OnInspectorGUI()
     {
 
         serializedObject.Update();
         PlugInputBinder binder = (PlugInputBinder)target;
         binder.UpdateVAxes();
         SerializedProperty bindings =
             serializedObject.FindProperty("boolBindings");
         showButtonBindings =
             EditorGUILayout.Foldout(showButtonBindings, "Button Bindings");
         if (showButtonBindings)
         {
             DoBindings(ref bindings, bindings.arraySize);
         }
         
         bindings =
             serializedObject.FindProperty("floatBindings");
         showFloatBindings =
             EditorGUILayout.Foldout(showFloatBindings, "Analog Bindings");
         if (showFloatBindings)
         {
             DoBindings(ref bindings, bindings.arraySize);
         }
 
         bindings =
             serializedObject.FindProperty("normalizedBindings");
         showNormalizedBindings =
             EditorGUILayout.Foldout(showNormalizedBindings, "Normalized Bindings");
         if (showNormalizedBindings)
         {
             DoBindings(ref bindings, bindings.arraySize);
         }
         bindings =
             serializedObject.FindProperty("intBindings");
         showAsciiBindings =
             EditorGUILayout.Foldout(showAsciiBindings, "Ascii Bindings");
         if (showAsciiBindings)
         {
             DoBindings(ref bindings, bindings.arraySize);
         }
         if (GUI.changed)
         {
             serializedObject.ApplyModifiedProperties();
         }
        
     }
 
     private void DoBindings(ref SerializedProperty bindings,int blen)
     {
         EditorGUI.indentLevel++;
 
         for (int i = 0; i < blen; i++)
         {
             SerializedProperty serNode = bindings.GetArrayElementAtIndex(i);
             SerializedProperty serName = serNode.FindPropertyRelative("vaxisName");
             if (DoFoldout(serName.stringValue))
             {
                 EditorGUI.indentLevel++;
                 SerializedProperty serEvt = serNode.FindPropertyRelative("Callbacks");
                 EditorGUILayout.PropertyField(serEvt);
                 EditorGUI.indentLevel--;
             }
         }
         EditorGUI.indentLevel--;
         
     }
 
     private bool DoFoldout(string key)
     {
         bool fstate = EditorGUILayout.Foldout(
             openFoldouts.Contains(key),key);
         if ((fstate == true) && (!openFoldouts.Contains(key))){
             openFoldouts.Add(key);
         } else if ((fstate == false) && (openFoldouts.Contains(key)))
         {
             openFoldouts.Remove(key);
         }
         return fstate;
     }
 }
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Answer by Jeff-Kesselman · Apr 08, 2017 at 10:17 PM

figured it out. It was beccquse I was updating the inspevted object from inside OnInspectorGUI

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