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Question by thedodgeruk · Jul 31, 2012 at 03:59 PM · inspectordisplayboolpublicchoose

is there a way to change the public inspector details at runtime

im curious if this can be done

 public bool useStatic;
 public GameObject[] staticOjects;
 public GameObject[] nonStaticObjects;


so that if useStatic = true; , then only staticOjects would show in the inspector

and if useStatic = false; , then only nonStaticOjects would show in the inspector

this is a simple version of what i would like to be able to do

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Answer by termway · Jul 31, 2012 at 05:00 PM

You can write your own custom inspector and manage visibility in OnInspectorGUI function. http://docs.unity3d.com/Documentation/ScriptReference/Editor.html

Somethings like this :

 [CustomEditor(typeof(YourMonoBehaviourObject))]
 public class YourMonoBehaviourObjectEditor : Editor
 {
     private bool visible = true;
     protected SerializedProperty useStatic;
 
     public void OnEnable()
     {
         useStatic = serializedObject.FindProperty("useStatic");
     }
 
     public override void OnInspectorGUI()
     {
         serializedObject.Update();
 
         if (useStatic.boolValue)
             DisplayArray("staticOjects", ref visible);
         else
             DisplayArray("nonStaticOjects", ref visible);
 
         if (GUI.changed) EditorUtility.SetDirty(target);
         serializedObject.ApplyModifiedProperties();
     }
 
     private void DisplayArray(string propertyPath, ref bool visible)
     {
         SerializedProperty listProperty = serializedObject.FindProperty(propertyPath);
         visible = EditorGUILayout.Foldout(visible, listProperty.name);
         if (visible)
         {
             EditorGUI.indentLevel++;
             for (int i = 0; i < listProperty.arraySize; i++)
             {
                 SerializedProperty elementProperty = listProperty.GetArrayElementAtIndex(i);
                 Rect drawZone = GUILayoutUtility.GetRect(0f, 16f);
                 bool showChildren = EditorGUI.PropertyField(drawZone, elementProperty);
             }
             EditorGUI.indentLevel--;
         }
     }
 }


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