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Question by $$anonymous$$ · Jun 14, 2015 at 01:43 PM · gameobjectgameobjectscheckbox

Gameobject Inspector display is ... different

Hi, I'm quite new using unity, and I'm having a little problem with the gameobject Inspector that I can't figure out how to solve after a long google search.

So what happens is that it looks like this: http://postimg.org/image/ldgcwgyi9/

And it's kind of annoying since I can't use the dropdown to select layers/tags and the checkboxes for enable/disable the gameobject, and the static checkbox.

Does anyone have a solution for this?

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avatar image kawales · Nov 14, 2015 at 02:29 PM 1
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Didn't want to answer as a answer because it might not be the case. But this happened to me too some time ago when I was using a map tiling script and it did a similar thing for me. I fixed it by just removing the script. So if you are using someone elses script this may be the cause

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Answer by DeathDev · Jun 16, 2015 at 05:44 AM

You seem to have accidentally activated the 'Debug' mode of the inspector, to toggle it back to 'normal' mode, click the dropdown box at the top right, then click 'normal'.

Image example:

alt text

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Answer by $$anonymous$$ · Jun 17, 2015 at 03:21 AM

Thanks for the reply, however it didn't solve the problem it looks like it was already on normal mode:

http://postimg.org/image/jzt6n2c4v/

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avatar image GhotiFrye · Nov 13, 2015 at 11:39 PM 1
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Did you ever find a solution for this? $$anonymous$$ine started displaying the same way after I imported the Google Play Plugin. I thought maybe some editor plugin broke it, but I can't seem to find a way to set it back.

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Answer by Democore · Aug 22, 2017 at 01:03 PM

For me, this happened when I had a class extending the Editor with this class Attribute:

 [CustomEditor(typeof(GameObject))]
 public class ObjectPlacer : Editor
 {
      //your code...
 }

Apparently, this breaks the Gameobject view in the Inspector if you do (typeof(GameObject))

I solved this by using a class to only execute the Editor extention only when a GameObject with the given component was selected. So it looked like this:

 [CustomEditor(typeof(ForegroundHolder))]
 public class ObjectPlacer : Editor
 {
      //your code...
 }

Hope this helps!

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