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Question by sarpsay · Sep 08, 2019 at 08:07 PM · editoreditor-scriptingvariablescustom editoraccessing scripts

Custom Editor Access to Scene Objects Variables (in the same way as UnityEvents)

Hey all,

I have a custom editor that I am working on and I really need access to all of the scene's GameObjects script components' variables, in the same way that we can do when we have a UnityEvent. In UnityEvents we can choose a GameObject from the scene, and then pick one of its script components and call functions or change variable values for example. I do not need to call functions or change variables, I just need to read the values of the variables.

To be more precise, I am using this for conditions for a dialogue system. I will have a boolean var which is the result of a comparison between some string, int, bool, etc. in some script of a GameObject, and then compare this with some string, int, bool, etc. E.g. I have a player script somewhere, and I need access to its speed var which is an int, and then in my editor, I can choose this variable in the same way as UnityEvents, and then I compare this to greater than >20.

I hope I was clear with my explanation of the situation.

Any help is greatly appreciated!

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Answer by BastianUrbach · Sep 09, 2019 at 09:52 AM

You could use System.Reflection. Here is a simple example that logs all fields and their values of a given GameObject:

 void ListFields(GameObject gameObject) {
     var components = gameObject.GetComponents<Component>();
 
     foreach (var component in components) {
         var fields = component.GetType().GetFields();
 
         foreach (var field in fields) {
             Debug.Log(field.Name + ": " + field.GetValue(component));
         }
     }
 }


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