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Question by LouisHart · May 12, 2020 at 10:29 AM · editor-scriptingeditorguieditor extensioneditor scripting

Retrieve default editor field / conditional hide field,

Is there any way to retrieve an editor field from the base editor when creating a custom editor? Ideally I only want to modify one field and am trying to do something like this:

 public override void OnInspectorGUI()
 {
      //recreates default editor
      base.OnInspectorGUI();

      myField = base.GetField("myFieldName");
      // do some stuff with myField
 }

I am searching for something like base.GetField but I haven't been able to find anything like this in the documentation.

As I only want to edit one field, building a complete custom editor seems a hassle and a far from ideal solution.

My end goal is to have a conditional hide field, I am also open to other simple solutions, but am looking for something very simple. Of all the solutions I have seen, most involve adding long scripts to my project. It seems to be something many people are trying to do, I wonder if Unity will consider implementing a ConditionalHideAttribute for editor.

,

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avatar image Eudaimonium · May 11, 2020 at 02:11 PM 0
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If you only need the value, use "target". That is an object being inspected, cast that into your known object type, then access the field from there. Example:
$$anonymous$$yStuff stuff = ($$anonymous$$yStuff)target;
int something = stuff.someField;


Also, an asset called Odin Inspector and Serialized has exactly what you need called [HideIfAttribute] and tons of other things.

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