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Question by JeffBert · Apr 24, 2015 at 02:46 PM · propertydrawer

Property drawer: Multiple selection in prefabs override/replace other prefabs' values

My property drawer has a reference to an object:

         _vfx.objectReferenceValue = EditorGUI.ObjectField(position, _vfx.objectReferenceValue, typeof(VFX), false);

If I select a prefab that uses this property and then multi-select more prefabs that also use this property they will get their own "vfx" value overridden by the first selection's value.

It also does this with my enums:

     _type.intValue = (int)(EnemyType)EditorGUI.EnumPopup(position, (EnemyType)_type.intValue);

What do I need to do so multi-selected prefabs retain their own value?

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Answer by juanesmora · May 13, 2015 at 06:13 AM

I just noticed exactly this problem on our project. It is likely a bug introduced in the most recent versions of Unity. I made a quick workaround using SerializedProperty.hasMultipleDifferentValues, which tells me when multi-editing is taking place. When that's the case, I just switch to default property drawing using EditorGUI.PropertyField()

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Answer by rhys_vdw · Mar 30, 2021 at 09:39 AM

This is still a problem. I worked around it like this:

 [CustomPropertyDrawer(typeof(Layer))]
 class LayerDrawer : PropertyDrawer {
     public override void OnGUI(
       Rect position,
       SerializedProperty property,
       GUIContent label
     ) {
       property.Next(true);
       var nextValue = EditorGUI.LayerField(position, label, property.intValue);
       if (nextValue != property.intValue) {
         property.intValue = nextValue;
       }
     }
   }
 }

This way only if the user actually changes the value will it be assigned, which in the case of a multi-selection will affect all selected objects as expected.

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Answer by Tortuap · Sep 07, 2021 at 10:32 AM

Because you should do :

 GUI.changed = false;
 var value = (int)(EnemyType)EditorGUI.EnumPopup(position, (EnemyType)_type.intValue);
 if ( GUI.changed )
     _type.intValue = value;
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