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Question by someonenew · Apr 01, 2013 at 05:49 PM · guieditorinspectoreditorwindow

Use of the inspector along with a custom editorwindow

Hi !

I wanted to know if it is possible to use the inspector with a custom editorwindow of mine ?
Why I want to do that : to keep stuff seperated the editor window for the visual representation, and the inspector for the editing. Doing it all inside the editorwindow can be pretty boring I think :/

For instance I have a class Node which is represented by a rectangle in the editorwindow, which got a public field named "node_name".

What I want : If a click on the rectangle in the editorwindow then the Node object corresponding to that rectangle is selected in the inspector and I'm able to modify his "node_name" by the inspector.

I couldn't find out if it's possible, is it ?

Thanks for any help !

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avatar image DreamingSpirit · Oct 18, 2014 at 12:50 AM 0
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I am also interested in knowing if/how this is possible.

avatar image Phles · Oct 18, 2014 at 01:35 AM 0
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Hey,

Yep this is totally possible, if your Node class is derived from ScriptableObject you can update Unitys selection from your editor window by setting Selection.objects to an array containing your node object or objects and the inspector will show the editor.

avatar image DreamingSpirit · Oct 18, 2014 at 11:20 PM 0
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Thanks a lot Phles! That totally works ^^

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Answer by frarees · Oct 19, 2014 at 07:21 PM

Check the Selection editor class.

E.g.

 Selection.activeObject = myObjectInstance;


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