Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by SaschaDeWaal · May 10, 2016 at 02:29 PM · editorinspectorscriptableobjecteditorwindow

Custom Inspector for ScriptableObject

I want to save some data in a asset file. For this I create a new assest (conflict : ScriptableObject ). This is working but now I want to create a inspector for the asset so we can enter the data. (when you select the file ). But this isn't working. The inspector keept emty when selected.

Can somebody help me? this is my code.

To create the new asset (is working)

 using UnityEngine;
 using UnityEditor;
 using System.IO;
 using System.Collections;
 
 public class ConflictMenu: EditorWindow  {
 
 
     [MenuItem ("Assets/Create/Conflict")]
     public static void  CreateConflict () 
     {
         Conflict conf = new Conflict ();
         string path = AssetDatabase.GetAssetPath (Selection.activeObject);
 
         AssetDatabase.CreateAsset (conf, path + "/new Conflict"); 
     }
 
 }

 using UnityEngine;
 using System.Collections;
 
 
 [System.Serializable]
 public class Conflict : ScriptableObject  {
 
     public string name = "";
 
 }

Conflict (asset)

 using UnityEngine;
 using System.Collections;
 
 
 [System.Serializable]
 public class Conflict : ScriptableObject  {
 
     public string name = "";
 
 }


Inspector

 using UnityEditor;
 using UnityEngine;
 
 [CustomEditor(typeof(Conflict))]
 public class ConflictInspector : Editor {
 
     public override void OnInspectorGUI()
     {
         EditorGUILayout.TextField ("Name");
     }
 
 }
 







Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by SaschaDeWaal · May 12, 2016 at 02:37 PM

I called the new file "new Conflict" but I should have call it "new conflict.asset" (added ".asset" to the name)

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Referencing / linking a .asset / .prefab file in another .asset / .prefab file programmatically. 2 Answers

On quest for generic editor to allow inspectability and testability of plain data classes 1 Answer

Editor: How to save changes to a ScriptableObject loaded from Resources? 1 Answer

How can I display the fields of a ScriptableObject in an editor window? - Any SO even if I don't know the fields within. 1 Answer

ScriptableSingleton inspector is disabled 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges