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Question by rgmp · May 17, 2018 at 03:07 PM · editor

Editor Script Without GameObject

Is it possible to dynamically load UnityEditor.Editor scripts without them having a GameObject being associated?

The reason for this is I want to have a settings ScriptableObjectwhich contains a lot of fields, but don't want all those fields all together in a hard to navigate inspector. I want to be able show a variety inspector windows that each only allow editing a portion of my settings ScriptableObject.

Example:

 [MenuItem("Settings/Example1")]
 private static void SelectExample1Settings()
 {
     Selection.activeObject = CreateInstance<Example1SettingsObjectEditor>();
 }

So I may have multiple menu items, each opening its own editor script, all of which would point to the same settings ScriptableObject.

Currently, when I run this I always get a blank and empty inspector with my only option being:

Script None (Mono Script)

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