Category: Unity editor label

Unity editor label

Taushura / 24.12.2020

In this Unity C tutorial you will create a custom visualization for arrays and lists in the editor. You will learn to create a custom editor use SerializedObject manipulate a SerializedProperty that represents an array or list use an enumeration for option flags use GUI buttons This tutorial comes after the Custom Data tutorial. This tutorial is for Unity version 4. Unity's default way to show lists is serviceable, but it's possible to find yourself wanting for an alternative.

The specifics can vary from case to case. So it would be useful if we could use a mix of different visualizations. It is possible to do this by adding attributes to variables that specify how the editor should show them. We start with the finished Custom Data tutorial project, or by creating a new empty project and importing custom-data. Then we create a new test script named ListTester with some test arrays, and make a new prefab and prefab instance with it, so we can see it all works as expected.

Our first step to customizing our lists is to create a custom inspector for our test component. Editorand apply the UnityEditor.

Much too large space between label and field. How to fix?

CustomEditor attribute to tell Unity that we want it to do the drawing for our component. Leaving the method empty will result in an empty inspector as well.

There are three important differences between a property drawer and an editor.

[UNITY3D] Как оформить инспектор (Custom Inspector)

Firstly, in the editor we work with an entire SerializedObject instead of a single SerializedProperty. Secondly, an instance of the editor exists as long as the object stays selected, keeping a reference to its data instead of getting it via a method parameter.

We can get to the serialized object via the serializedObject property. To prepare it for editing, we must first synchronize it with the component it represents, by calling its Update method. Then we can show the properties. And after we are done, we have to commit any changes via its ApplyModifiedProperties method. This also takes care of Unity's undo history. In between these two is where we'll draw our properties.

The fields are visible again, but they're empty. This is because PropertyField doesn't show any children — like array elements — unless we tell it to do so. To use a customized list in our inspector, we'll create an alternative for the PropertyField method.

We will name this method Show and put it in its own static utility class, so we can use it wherever we want. We'll name this class EditorList and place it in the Editor folder. This method doesn't do anything yet, but we can already use it in our custom editor, resulting once again in an empty inspector. Showing a list consists of three parts, its foldout, its size, and its elements.

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PropertyField without having it show the children of the list. We'll leave the size for later. We have our lists again, but their elements aren't indented.Hello, I'm working on custom editor and I would like to make it clarified, but I'm stuck on one thing. Trying also in another way, using GUILayout. BeginHorizontal but it isn't look like I want toggle is moved to right. Attachments: Up to 2 attachments including images can be used with a maximum of To help users navigate the site we have posted a site navigation guide.

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unity editor label

Answers Answers and Comments. Custom control in editor. How to limit an ObjectField to assets with specific file extension 2 Answers. Selecting an object in the scene would assign it to an empty gameobject in the inspector 1 Answer. How do I cache or save a scene and object name so it can be reloaded similar to the Avatar Configuration window?

unity editor label

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Hint: You can notify a user about this post by typing username. Welcome to Unity Answers The best place to ask and answer questions about development with Unity.

If you are a moderator, see our Moderator Guidelines page. We are making improvements to UA, see the list of changes.Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable. For some reason your suggested change could not be submitted. And thank you for taking the time to help us improve the quality of Unity Documentation. This works just like GUILayout.

TextFieldbut correctly responds to select all, copy, paste etc. Changes the name of the selected GameObject. Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker. Version: Language English. Scripting API. Suggest a change. Submission failed For some reason your suggested change could not be submitted. Parameters label Optional label to display in front of the text field.

Any values passed in here will override settings defined by the style. WidthGUILayout. HeightGUILayout. Returns string The text entered by the user. Label "Select an object in the hierarchy view" ; if Selection. TextField "Object Name: ", Selection. Publication Date: An optional list of layout options that specify extra layout properties.Thank you for helping us improve the quality of Unity Documentation.

unity editor label

Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable. For some reason your suggested change could not be submitted. And thank you for taking the time to help us improve the quality of Unity Documentation. Labels have no user interaction, do not catch mouse clicks and are always rendered in normal style. Label in the Scene View. Is something described here not working as you expect it to?

It might be a Known Issue. Please check with the Issue Tracker at issuetracker. Version: Language English. Scripting API. Suggest a change.

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Submission failed For some reason your suggested change could not be submitted. Parameters position Position in 3D space as seen from the current handle camera. If left out, the label style from the current GUISkin is used. Note: Use HandleUtility. GetHandleSize where you might want to have constant screen-sized handles. Collections; using System. Place this script in it. Label handleExample. ToString ; Handles. EndGUI ; Handles. DrawWireArc handleExample. ScaleValueHandle handleExample.

Publication Date: The style to use.Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable. For some reason your suggested change could not be submitted.

Bold EditorGUILayout label(name)

And thank you for taking the time to help us improve the quality of Unity Documentation. Use this when you want to customise the look of the options for a GameObject in the Inspector. Use this to create fields for Serialized Properties. More information on changing the Editor is available in the Editor section.

Improving the Unity Editor Inspector with Unity Attributes

Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker. Version: Language English. Scripting API. Suggest a change.

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Submission failed For some reason your suggested change could not be submitted. Parameters property The SerializedProperty to make a field for. If not specified the label of the property itself is used. Use GUIContent. Any values passed in here will override settings defined by the style. WidthGUILayout.Unity has a variety of Property Attributes you can use to make the inspector easier to use, save you timeand prevent mistakes.

The first and most talked about attribute is [SerializeField]. The [SerializeField] attribute tells the editor to make a private field visible in the inspector. Why would you want to use this instead of making the field public? The SelectionBase attribute is one of my favorites and probably one of the most overlooked. Without this attribute, the child with the mesh will take the selectionthen you get to dig through the hierarchy and select the parent.

SelectionBase fixes that situation and makes selecting your gameobject easy. Simply add the [SelectionBase] attribute to your monobehaviour and next time you click on the object, the attributed object will be selected. The Range attribute allows you to set acceptable ranges for your numeric fields. By adding the [Range] attribute, you can limit the values in the inspector and provide a good indication of reasonable values with the slider.

The [TextArea] Attribute tells the editor you want a textbox. This is useful for longer strings like dialog text or descriptions. The [MultiLine] attribute is similar but places the textbox on the right side instead of below the label. It allows you to set some constraints on a color picker, like disabling the alpha channel or setting minimum and maximum brightness values. Just put it above the first field you want in the group.

And if you just want to add a little spacing without a header, the [Space] attribute will accomplish that for you look between the two sliders. The ContextMenuItem attribute allows you to create a right click context menu on the label of a specific field. You can also add a context menu for the entire component. You can access and execute the method from the editor by right clicking or using the gear.

Share 0. Related Posts. Latest posts.Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable. For some reason your suggested change could not be submitted.

And thank you for taking the time to help us improve the quality of Unity Documentation. Shows a label in the editor Label with the seconds since the editor started Label2. Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker.

Version: Language English. Scripting API. Suggest a change. Submission failed For some reason your suggested change could not be submitted. Parameters label Label in front of the label field. Any values passed in here will override settings defined by the style. WidthGUILayout. HeightGUILayout. Description Make a label field. Useful for showing read-only info.

LabelField " Time since start: ", EditorApplication.


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