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This question was closed Sep 29, 2016 at 07:46 AM by yasser_kaddoura for the following reason:

The question is answered, right answer was accepted

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Question by yasser_kaddoura · Sep 29, 2016 at 06:18 AM · inspectorboolpropertiesexecuteineditmodeserializefield

setting the properties in the inspector

 [ExecuteInEditMode]
 public class Trap : MonoBehaviour
 {
 [SerializeField]
 private bool trapTurnedON;

 public bool TrapTurnedON
 {
     get
     {
         return trapTurnedON;
     }
     set
     {
         Debug.Log("HERE");
         trapTurnedON = value;
         
     }
 }
 }

if I check or uncheck the bool in the inspector while or not while running the game Debug.Log doesn't trigger. It only triggers when the bool is changed inside a script.

Any idea how to trigger it in the inspector?

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Answer by YinXiaozhou · Sep 29, 2016 at 07:36 AM

The default inspector has nothing to do with the properties. They only serialize fields. So the bool toggle you see in the inspector is actually link to the trapTurnedOn. You see it as Trap Turned On is because Unity will format all the names in inspector like this. To get want you want you can write a custom editor for Trap. Or make a something different like a context menu

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avatar image yasser_kaddoura · Sep 29, 2016 at 07:46 AM 1
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thanks, I solved it using this

http://wiki.unity3d.com/index.php/ExposePropertiesInInspector_Generic

avatar image YinXiaozhou yasser_kaddoura · Sep 29, 2016 at 08:27 AM 0
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Oh, that's cool. Thanks for the ref.

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