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Question by theavijitsinha · Jul 31, 2020 at 12:46 PM · prefabinspectoreditorgui

OnInspectorGUI with prefabs

I have a class with a public integer field in a MonoBehaviour class which I want to set through the inspector, but I want to show a slider for setting the value in the inspector instead of a text field. I'm using the OnInspectorGUI() method to create a slider, and this works fine normally.

But, if I create a prefab for the object and try to set the value using the slider in the prefab, the value reverts back to what it was when I created the prefab. If I use the default text field to set the value, it works fine, as expected. Is there some way to get this to work with the slider in the prefab?

My Test Code:

 [UnityEditor.CustomEditor (typeof (TestComponent))]
 public class TestOnInspector : UnityEditor.Editor {
     public override void OnInspectorGUI () {
         TestComponent tc = (TestComponent) target;
         tc.testInt = UnityEditor.EditorGUILayout.IntSlider ("Test Int", tc.testInt, 0, 15);
         base.OnInspectorGUI();
     }
 }
 
 public class TestComponent : MonoBehaviour {
     public int testInt = 0;
 }
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Answer by smark12007 · Jul 31, 2020 at 03:11 PM

I have two ways to do this:

First, Use Undo & SetDirty

 [UnityEditor.CustomEditor(typeof(TestComponent))]
 public class TestOnInspector : UnityEditor.Editor {
     public override void OnInspectorGUI() {
         TestComponent tc = (TestComponent)target;
         UnityEditor.Undo.RecordObject(tc, "Inspector");
         UnityEditor.EditorUtility.SetDirty(tc);
         tc.testInt = UnityEditor.EditorGUILayout.IntSlider("Test Int", tc.testInt, 0, 15);
         base.OnInspectorGUI();
     }
 }
 
 public class TestComponent : MonoBehaviour {
     public int testInt = 0;
 }

Or, use SerializedProerty

 [UnityEditor.CustomEditor(typeof(TestComponent))]
 public class TestOnInspector : UnityEditor.Editor {
     public override void OnInspectorGUI() {
         SerializedProperty testIntProp = serializedObject.FindProperty("testInt");
         testIntProp.intValue = UnityEditor.EditorGUILayout.IntSlider("Test Int", testIntProp.intValue, 0, 15);
         serializedObject.ApplyModifiedProperties();
         base.OnInspectorGUI();
     }
 }
 
 public class TestComponent : MonoBehaviour {
     public int testInt = 0;
 }


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avatar image smark12007 · Jul 31, 2020 at 03:17 PM 0
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Yet the simplest way is use Range attribute like what @Infenix did and you'll no longer need CustomEditor in this case.

avatar image theavijitsinha · Aug 01, 2020 at 08:48 AM 0
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Thanks @smark12007 . Both the ways you mentioned worked.

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Answer by Infenix · Jul 31, 2020 at 01:57 PM

I don't have a specific answer to what you want but if you don't NEED a custom inspector, you could solve your problem by using

 [Range(0,15]
 public int testInt = 0;

directly in your base class script. This should solve the problem even when using a prefab.

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avatar image theavijitsinha · Aug 01, 2020 at 08:55 AM 0
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Thanks @Infenix . The Range attribute does work for the specific example in my question. However, I might have more complex use cases for custom inspectors as well, for which the solution mentioned by @smark12007 would work.

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