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Question by lenny.myr · Jul 19, 2012 at 10:03 AM · inspectorcustomcustomize

Avoid Base Values being public via Custom Inspector

Hi guys,

First: Sorry for my bad english ^.^

I am editing the base values for my Player's hitpoints via the Standard Inspector. But by doing this, I have a lot of public values that i do NOT want to have public!

They are not going to be modified in any situation. So I want them to have the innermost scope they could have. Best would be private/const/readonly etc.

Is there any way to edit private values via a Custom Inspector, because I really dont want them to be modify-able.

I hope you all understood me :)

greetz

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Answer by whydoidoit · Jul 19, 2012 at 10:46 AM

Yes if you write a custom inspector and make some function or property to set those values you would be able to have them as private (but not const or readonly) - but that function will still exist so they could be set by it when called by another piece of the code.

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avatar image lenny.myr · Jul 19, 2012 at 02:14 PM 0
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Thanks for your answer.

I tried this:

using UnityEditor; using UnityEngine; using System.Collections; [CustomEditor(typeof($$anonymous$$ob))] public class $$anonymous$$obInspector : Editor { void OnInspectorGUI() { GUILayout.Label("This is a Label in a Custom Editor"); } }

but it does not seem to work. I don't see any label, when I inspect my $$anonymous$$ob Script that is attached to a gameobject.

Can you give me a short introduction maybe?

avatar image whydoidoit · Jul 19, 2012 at 02:27 PM 0
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You need public override void OnInspectorGUI()

avatar image lenny.myr · Jul 20, 2012 at 01:56 PM 0
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That's what I messed up :D

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