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Question by Chocolade · Apr 10, 2017 at 12:31 AM · c#scripting problemscript.

How can i add a button to the inspector ?

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class NodesGenerator : MonoBehaviour {
 
     public GameObject NodePrefab;
     public int NodesNumberX = 16;
     int NodesNumberY;
     
     void Generate()
     {
         for (int x = 0; x < NodesNumberX; x++)
         {
             for (int y = 0; y < NodesNumberY; y++)
             {
                 GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
                 cube.transform.localScale = new Vector3(4, 1, 4);
                 cube.transform.position = new Vector3(x * 5, 0, y * 5);
             }
         }
     }
 
     private void OnGUI()
     {
         if (GUILayout.Button("Generate Nodes"))
         {
             NodesNumberY = NodesNumberX;
             Generate();
         }
     }
 }
 

When i attach the script to a gameobject i want to see in the script in the inspector:

The OnGui add the button to the game screen when running the game. But i want to add the button to the Inspector for example like the button Add Component. This kind of button.

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Answer by tomazsaraiva · Apr 10, 2017 at 06:02 AM

You need to create a custom inspector for your component.

building custom inspector adding buttons to the custom inspector

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Answer by Guedez · Jan 16, 2020 at 07:13 PM

you can use a bool field and read it's value on OnValidate, execute the action, and set the bool back to false

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avatar image tbriz · Jun 07, 2020 at 01:29 AM 0
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Here is a helpful link since the unity documentation for this function does not have any example currently (June 2020): http://cjf.in.ua/812-unity-editor-extensions-the-power-of-onvalidate/

avatar image Xevoss · Nov 04, 2021 at 02:19 PM 1
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Here is example usage:

 //>>> Add in the begining of your script it is required if you would like to do different stuff in playmode for some reason
     #if UNITY_EDITOR
     using UnityEditor;
     #endif
     
     public void LoadData(){
     #if UNITY_EDITOR
                 if (!EditorApplication.isPlaying) {
                     //Do stuff only when in editor and not in playmode
                     return;
                 } else {
                     //Do stuff you would normally do
                 }
     #endif
     }
     //<<< End of EditorApplication.isPlaying check
 
 
     //Declare bool that will be used as a "button", it's best used with preprocessor directive so you don't have this in final build 
     #if UNITY_EDITOR
             public bool reloadInitialData = false;
 
 //You can have multiple booleans here
             private void OnValidate() {
                 if (reloadInitialData) {
                     // Your function here
                     LoadData ();
     
                     //When its done set this bool to false
                     //This is useful if you want to do some stuff only when clicking this "button"
                     reloadInitialData = false;
                 }
             }
     #endif
 

I know it is an old thread but one that was most useful for me, thanks for tip Guedez

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