Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by worldsbestboss · Apr 07, 2013 at 11:28 PM · inspectorcustom inspector

Using EditorGUI.FloatField With Custom Class Inspectors?

I've been trying to make a custom class inspector that can show the variable + a label for the variable. I've been using the EditorGUI.PropertyField but that can't show both the variable and its label at the same time. It seems that EditorGUI.FloatField is what i'd like to use but anytime I try the value doesn't show up.

Here's some example code and what it looks like.

 @CustomPropertyDrawer (MyClass)
 class MyClass_d extends PropertyDrawer
 {
     var testFloat : float = 10;
     
     function OnGUI(position : Rect, property : SerializedProperty, label : GUIContent)
     {
         EditorGUI.BeginProperty (position, label, property);
     
         var amountRect = new Rect (position.x, position.y, 150, position.height);
         testFloat = EditorGUI.FloatField (amountRect, "My Float = ", testFloat);
         
         EditorGUI.EndProperty();
     }
 }

alt text

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by poday · Apr 26, 2013 at 02:52 PM

There are a few different problems with your code.

While you can declare member variables inside a PropertyDrawer, it's probably not going to behave how you expect. There is only a single instance of each PropertyDrawer class; so if you had multiple instances MyClass in the inspector they would all update when any of them is changed and they would all show the same value.

Second you need to modify the property variable. This variable is what actually stores the data in the class. Unfortunately you can't just use the passed in property variable inside a EditorGUI.PropertyField call as that would cause recursion (the method would just keep trying to call itself until it causes an exception). So you have to either find a sub-property inside the property variable via property.FindPropertyRelative("sub-property-name") or use the correct accessor to get a value from the property variable, ex: property.floatValue

Also from the screenshot it looks like you're trying to modify a class that extends from MonoBehaviour. From my using a PropertyDrawer on a MonoBehaviour class has had some odd bugs and edge cases. I expect that PropertyDrawers are reserved for data contained inside a component and not the component itself. I'd suggest looking into Custom Editors for controlling how MonoBehaviours look.

All that aside, try this code (assuming MyClass is not a MonoBehaviour):

 @CustomPropertyDrawer (MyClass)
 class MyClass_d extends PropertyDrawer
 {
     function OnGUI(position : Rect, property : SerializedProperty, label : GUIContent)
     {
        EditorGUI.BeginProperty (position, label, property);
  
        var amountRect = new Rect (position.x, position.y, 150, position.height);
        var floatProperty = property.FindPropertyRelative("testFloat");
        EditorGUI.PropertyField(amountRect, floatProperty,  "My Float = ");
  
        EditorGUI.EndProperty();
     }
 }
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

11 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Custom inspector editor - how to put new editor fields in a specific place 1 Answer

Asset: Pimp my Editor - Javascript Help 0 Answers

EditorGUILayout.PropertyField cannot draw custom class? 2 Answers

Refreshing custom Inspector window while playing 1 Answer

How can i display Dictionary informations in Custom Inspector ? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges