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Question by tnunamak · Feb 04, 2017 at 05:32 PM · inspectorattribute

Custom attributes: how does the attribute class relate to the custom type?

My goal is to create a custom attribute called MinMaxRange where I can specify the default minimum and default maximum.

     [MinMaxRange(50.0f, 500.0f)]
     public MinMaxRange radius;

In the Unity inspector, these should show as input boxes that can be changed to any other values.

So far, I have created this PropertyAttribute class:

 using UnityEngine;
 
 public class MinMaxRangeAttribute : PropertyAttribute
 {
     float defaultStart;
     float defaultEnd;
 
     public MinMaxRangeAttribute(float defaultStart, float defaultEnd)
     {
         this.defaultStart = defaultStart;
         this.defaultEnd = defaultEnd;
     }
 }

And this custom property type:

 using UnityEngine;
 
 [System.Serializable]
 public class MinMaxRange
 {
     public float rangeStart, rangeEnd;
 
     public float GetRandomValue()
     {
         return Random.Range(rangeStart, rangeEnd);
     }
 
     public float Interpolate(float i)
     {
         float value = rangeStart + (rangeEnd - rangeStart) * i;
         if (value < rangeStart || value > rangeEnd)
         {
             Debug.LogWarning("Interpolate with [0, 1] only.");
         }
 
         return Mathf.Clamp(value, rangeStart, rangeEnd);
     }
 }

I am not sure how to access defaultStart and defaultEnd from MinMaxRange. Any tips?

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Answer by HenryStrattonFW · Feb 04, 2017 at 11:13 PM

to have your attribute effect the inspector for the custom type you need to define a PropertyDrawer for the attribute. https://docs.unity3d.com/ScriptReference/CustomPropertyDrawer.html

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