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Question by Andrea 1 · Apr 06, 2011 at 03:08 PM · editoreditorguilayoutserializedobject

EditorGUILayout problem with SerializedObject

I would like to customize the menu depending on the context in which there are several variables.

This is my code :

using System; using UnityEditor; using TypeInput = SplinePathMesh.TypeInput; using UnityEngine;

[CustomEditor(typeof(SplinePathMesh))] public class SplinePathMeshEditor : Editor {

SerializedObject m_Object; SerializedProperty m_Property;

void OnEnable() { m_Object = new SerializedObject(target); m_Property = m_Object.GetIterator(); }

public override void OnInspectorGUI() { SplinePathMesh path = (SplinePathMesh)target; EditorGUILayout.BeginVertical(); while (m_Property.NextVisible(true)) { if (path.typeInput == TypeInput.Transform && m_Property.name == "pathVector3") { m_Property.NextVisible(false); } if (path.typeInput == TypeInput.Vector3 && m_Property.name == "pathTransform") { m_Property.NextVisible(false); } //if (m_Property.propertyType != SerializedPropertyType.ObjectReference) { EditorGUILayout.PropertyField(m_Property); //}

 }
 m_Property.Reset();
 EditorGUILayout.EndVertical();

 // Apply the property, handle undo
 m_Object.ApplyModifiedProperties();
 //DrawDefaultInspector();

} }

This function works; But when i click for assign a object i recive this error :

ArgumentException: Getting control 4's position in a group with only 4 controls when doing ExecuteCommand Aborting ArgumentException: Getting control 4's position in a group with only 4 controls when doing repaint Aborting

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Answer by Andrea 1 · Apr 06, 2011 at 03:55 PM

I find the solution myself :

 using System;
 using UnityEditor;
 using TypeInput = SplinePathMesh.TypeInput;
 using UnityEngine;
 
 [CustomEditor(typeof(SplinePathMesh))]
 public class SplinePathMeshEditor : Editor {
 
 SerializedObject m_Object;
 SerializedProperty m_Property;
 
 void OnEnable() {
     m_Object = new SerializedObject(target);
 }
 
 public override void OnInspectorGUI() {

  m_Property = m_Object.GetIterator();
  SplinePathMesh path = (SplinePathMesh)target;
     EditorGUILayout.BeginVertical();
     while (m_Property.NextVisible(true)) {
         if (path.typeInput == TypeInput.Transform && m_Property.name == "pathVector3") {
             m_Property.NextVisible(false);
         }
         if (path.typeInput == TypeInput.Vector3 && m_Property.name == "pathTransform") {
             m_Property.NextVisible(false);
         }
         EditorGUILayout.PropertyField(m_Property);
     }
     m_Property.Reset();
     EditorGUILayout.EndVertical();
 
     // Apply the property, handle undo
     m_Object.ApplyModifiedProperties();
     //DrawDefaultInspector();
 }
 }

  

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avatar image zero_null · Dec 06, 2016 at 03:19 PM 0
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why do you think you need to create SerializedObject Object when you have reference of it as serializedObject ?

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