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Mass component editing through SerializedProperty or Setters
Hey folks,
I'm writing an omnibox (Editor Script) for Unity which allows you to apply changes to many GOs/Components at once. For example, typing "set mass Rigidbody 5" and hitting Enter would set the mass of all Rigidbody components of all selected game objects to be set to 5.
Currently I'm doing this by getting the SerializedProperties of a component and modifying their values. Would it be a better idea to Invoke the setter for that property, since the setter might then go ahead and do a number of different things on its own? (such as calculating a convex hull when the Convex boolean is set to true for a MeshCollider)
Thanks.
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