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Question by greg.h · Nov 27, 2014 at 08:16 AM · editorwindowlayoutlocked

Multiple Locked Inspectors in a Saved Layout

Doesn't work apparently?

I downloaded Quick Layouts from the asset store and quickly realized the potential. I've always hated trying to figure out which Project Settings menu has what I'm looking for (Ambient Light in Graphics Settings? OF COURSE NOT THAT'S RESERVED EXCLUSIVELY FOR MODIFYING THE LIST OF ALWAYS-INCLUDED SHADERS DUH).

Naturally, I started making a layout with every project setting window open in a locked inspector. Genius, I thought. All I need to do is press Ctrl+4 and I'll have every setting I need at my fingertips.

I saved and loaded my game-changing layout. Behold! Twelve instances of "InputManager"! Only one of the inspectors stayed locked. Lame.

So, why does it do that? Or even better, why is the interface for changing settings so terrible? Could it just be one window? With tabs maybe?

I really just wanted to create an EditorWindow that put all the settings in place, but even after hours of decompilation and reflection hacking, I didn't get very far.

  • Is there a way to have multiple locked inspectors in a saved layout?

  • If not, is there any way to make editing project settings more convenient?

  • Specifically, is there a way to utilize the internal settings InspectorWindow classes to create a custom user interface for editing project settings?

  • Alternatively, is there any interface for editing project settings aside from the internal inspector classes?

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avatar image meat5000 ♦ · Nov 27, 2014 at 04:41 AM 0
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Is there a question in there somewhere?

avatar image greg.h · Nov 27, 2014 at 05:46 AM 0
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I guess I thought the question "is there a way to do what I want to do?" was implied. Updated for clarification.

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Answer by KirillKuzyk · Nov 29, 2015 at 07:21 PM

You could write a custom editor window and do like so:

 if (GUILayout.Button("Open Player Settings"))
     EditorApplication.ExecuteMenuItem("Edit/Project Settings/Player");
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