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Question by Ravalgo · Aug 06, 2017 at 09:52 AM · c#variableinspectorserialization

My variables are not showing in the inspector

Hi everyone, I have been following a tutorial online but unfortunately, some of the variables he has are not showing in my inspector. Public class buildObjects variables name, prefab, preview and cost.

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

public class Building : MonoBehaviour {

 public List<buildObjects> objects = new List<buildObjects>();
 public buildObjects currentObject;
 private Vector3 currentPos;
 public Transform currentPreview;
 public Transform cam;
 public RaycastHit hit;
 public LayerMask layers;

 public float offset = 1.0f;
 public float gridSize = 1.0f;

 public bool IsBuilding;

 

 public void ChangeCurrentBuilding()
 {
     GameObject curprev = Instantiate(currentObject.preview, currentPos , Quaternion.identity) as GameObject;
     currentPreview = curprev.transform;

 }

 public void startPreview()
 {
     if (Physics.Raycast(cam.position, cam.forward, out hit, 10, layers))
     {
         if (hit.transform != this.transform)
         {
             showPreview(hit);

         }


     }


 }

 // Use this for initialization
 void Start () {

     currentObject = objects [0];
     ChangeCurrentBuilding();

    
     
 }
 
 // Update is called once per frame
 void Update () {
     
     if(IsBuilding)
     {

         startPreview ();

     }
     if(Input.GetButton("Fire1"))
     {
         Build();

     }
 }

 

 public void showPreview(RaycastHit hit2)
 {
     currentPos = hit2.point;
     currentPos -= Vector3.one * offset;
     currentPos /= gridSize;
     currentPos = new Vector3(Mathf.Round(currentPos.x), Mathf.Round(currentPos.y), Mathf.Round(currentPos.z));
     currentPos *= gridSize;
     currentPos += Vector3.one * offset;
     currentPreview.position = currentPos;


 }

 public void Build ()
 {
     previewObject PO = currentPreview.GetComponent<previewObject>();
     if(PO.isBuildable)
     {
         Instantiate (currentObject.prefab, currentPos, Quaternion.identity);

     }
 }

 public class buildObjects
 {
     public string name;
     public GameObject prefab;
     public GameObject preview;
     public int cost;

 }

}

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Best Answer

Answer by haruna9x · Aug 06, 2017 at 10:19 AM

For classes not derived from MonoBehaviuor, you need to add [System.Serializable] so that Unity can serialize it.

 [System.Serializable]
 public class buildObjects
  {
      public string name;
      public GameObject prefab;
      public GameObject preview;
      public int cost;
  }
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avatar image Ravalgo · Aug 06, 2017 at 08:29 PM 0
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Thank you so much! I have been ripping my hair out. Absolute champion!

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