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Question by uulamock_unity · Oct 11, 2017 at 04:15 PM · c#editorarrayserializedproperty

How to access elements in an array through a SerializedProperty?

I am trying to modify the elements in an array via a SerializedProperty. However, I cannot seem to figure out how to. I can increase the array size and such, but I can't seem to directly access and modify an element in the array.

When it comes to single values, say a float, I can modify it as such:

 SerializedProperty m_Speed;
 
     public void OnEnable()
     {
         m_Speed = this.serializedObject.FindProperty("speed");
     }
 
 
     public override void OnInspectorGUI()
     {
         this.serializedObject.Update();
 
             EditorGUILayout.PropertyField(m_Speed);
             if(m_Speed.floatValue < 0)
             {
                 //Prevents value from going below 0
                 m_Speed.floatValue = 0f;
             }
 
         this.serializedObject.ApplyModifiedProperties();
     }


How can I do this with an array?

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Answer by YoucefB · Oct 11, 2017 at 04:53 PM

Here is how it's done:

 SerializedProperty m_Speed;
     public void OnEnable()
     {
         m_Speed = this.serializedObject.FindProperty("speed");
     }
     public override void OnInspectorGUI(){
         serializedObject.Update ();
         for (int x = 0; x < m_Speed.arraySize; x++) {
             SerializedProperty property = m_Speed.GetArrayElementAtIndex (x); // get array element at x
             property.floatValue = Mathf.Max (0,property.floatValue); // Edit this element's value, in this case limit the float's value to a positive value.
         }
         EditorGUILayout.PropertyField(m_Speed,true); // draw property with it's children
         serializedObject.ApplyModifiedProperties ();
     }
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avatar image uulamock_unity · Oct 11, 2017 at 05:03 PM 0
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This is excellent, one last question before I mark this as the answer. How might this be done if the array is for GameObjects. Using your example above, would it be property.objectReferenceInstanceIDValue = new GameObject("obj") or property.objectReferenceValue = new GameObject("obj") ?

avatar image Bunny83 uulamock_unity · Oct 11, 2017 at 05:05 PM 1
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The second one.

avatar image YoucefB uulamock_unity · Oct 11, 2017 at 05:33 PM 2
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Yes the second one, so you want to fill the array with gameObjects, here is a quick example:

 SerializedProperty m_objects;
     List<GameObject> tempObjects;
     public void OnEnable()
     {
         m_objects = this.serializedObject.FindProperty("objects");
         tempObjects = new List<GameObject> ();
         for (int x = 0; x < m_objects.arraySize; x++) {
             tempObjects.Add((GameObject)m_objects.GetArrayElementAtIndex (x).objectReferenceValue); 
         }
     }
     public override void OnInspectorGUI(){
         serializedObject.Update ();
 
         for (int x = 0; x < m_objects.arraySize; x++) {
             SerializedProperty property = m_objects.GetArrayElementAtIndex (x)        ; // get array element at x
             if (property.objectReferenceValue == null) {
                 GameObject newObject =  new GameObject ("object " + x);
                 property.objectReferenceValue = newObject;
                 tempObjects.Add(newObject); // store it in the temp List
             }
         }
         EditorGUI.BeginChangeCheck (); // check if the size of the array has changed or one of the elements has been changed.
         EditorGUILayout.PropertyField(m_objects,true); // draw property with it's childs
         if (EditorGUI.EndChangeCheck()){
             for (int x = 0; x < tempObjects.Count; x++) {
                 if (x >= m_objects.arraySize || (tempObjects!=null&&m_objects.GetArrayElementAtIndex (x).objectReferenceValue==null))
                 DestroyImmediate (tempObjects[x].gameObject); // destroy the Objects that are not in the array
             }
         }
         serializedObject.Apply$$anonymous$$odifiedProperties ();
     }

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