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Custom Inspector Variables
Hi, I've been reading the Scripting Reference and Documentation on custom inspector elements such as Property Drawers and Editor stuff. Frankly, I've been able to make a custom editor window but that's not something I want to achieve and I just seem to be stuck at this point.
I just want to show the variables in one of my scripts somewhat more organized in my inspector. Such as a dropdown menu if one of those things is selected I show the appropriate variable. I got this working in an editor window, so I know how the EditorGui works, but not in the inspector of the object to which the script is bound.
Like I said the Documentation didn't really get me anywhere, so if anyone has a 'clear' explanation on this, that would be lovely.
Answer by PAEvenson · Sep 09, 2013 at 06:58 PM
You are looking for a custom editor - http://docs.unity3d.com/Documentation/Components/editor-CustomEditors.html
This will use your custom inspector's OnGUI when showing the specified object's inspector window.
Here is an example in c#
 [CustomEditor(typeof(AssetBundleElement))]
 public class AssetBundleElemetEditor : Editor
 {
    protected AssetBundleElement myTarget;
 
    void Awake()
    {
        myTarget = (AssetBundleElement)target;
    }
 
    void OnInspectorGUI()
    {
        //draw your inspector here!
    }
 }
 
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