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This question was closed Apr 12, 2015 at 01:11 PM by meat5000 for the following reason:

The question is answered, right answer was accepted

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Question by Notter · Apr 12, 2015 at 12:24 PM · inspectorpublic variable

is there a way to minimize amount of public items in inspector?

I've ran into a situation in my UI that the inspector is holding way too many public variables. And since i'm new to unity, i'm not sure if this is common practice, or should i use alternative ways, like "GetComponents" or "Resource.Load"

here are some examples of my situation:

alt text

alt text

as you can see, my main issue is with the sprites. since i hide/show/switch them from code, i need a reference for them.

so all i'm asking, is if this is a common practice, or is there a better way?

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Answer by saud_ahmed020 · Apr 12, 2015 at 12:28 PM

http://answers.unity3d.com/questions/907918/is-there-any-way-to-write-one-hideininspector-for.html

use it for hiding public gameobjects in inspector

 [HideInInspector]
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avatar image Cherno · Apr 12, 2015 at 12:39 PM 0
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Î converted the post to an answer since it accurately answers the question :)

avatar image Notter · Apr 12, 2015 at 12:42 PM 0
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Okay, this helps with public variables that i don't want to change from inspector, so thanks :)

what about the sprites that needs reference, should i leave it the way it is?

avatar image TheRobWatling · Apr 12, 2015 at 12:51 PM 0
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You can use Unitys resource.load for loading sprites ins$$anonymous$$d of using inspector fields.

You can also do GameObject.Find on start to find objects but it's advised to never use GameObject.Find outside of start as its expensive.

avatar image Notter · Apr 12, 2015 at 01:09 PM 0
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Do i have to put my sprites in folder named Resources in order for this to work?

avatar image saud_ahmed020 · Apr 12, 2015 at 03:16 PM 2
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@Notter You can use following code to load from resources.

 Sprite sprite = Resources.Load<Sprite>("spriteName") as Sprite;
 spriteRenderer.sprite = sprite;

  

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