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Editor

Namespace: UnityEditor

/

Inherits from: ScriptableObject

Description

Base class to derive custom Editors from. Use this to create your own custom inspectors and editors for your objects.

Consider a script MyPlayer with variables for armor, damage, and a reference to a gun GameObject:

// MyPlayer.js
// This is not an editor script.

var armor : int = 75; var damage : int = 25; var gun : GameObject;

function Update () { // Update logic here... }

Using a custom Editor, the apperance of the script in the Inspector can be changed, for example to look like this:


Custom editor in the Inspector.

You can attach the Editor to a custom component by using the CustomEditor attribute.

There are multiple ways to design custom Editors. If you want the Editor to support multi-object editing, you can use the CanEditMultipleObjects attribute. Instead of modifying script variables directly, it's advantageous to use the SerializedObject and SerializedProperty system to edit them, since this automatically handles multi-object editing, undo, and prefab overrides.

// Custom Editor using SerializedProperties.
// Automatic handling of multi-object editing, undo, and prefab overrides.
#pragma strict
@CustomEditor(MyPlayer)
@CanEditMultipleObjects
class MyPlayerEditor extends Editor {
	var damageProp : SerializedProperty;
	var armorProp : SerializedProperty;
	var gunProp : SerializedProperty;

function OnEnable () { // Setup the SerializedProperties damageProp = serializedObject.FindProperty ("damage"); armorProp = serializedObject.FindProperty ("armor"); gunProp = serializedObject.FindProperty ("gun"); }

function OnInspectorGUI() { // Update the serializedProperty - always do this in the beginning of OnInspectorGUI. serializedObject.Update ();

// Show the custom GUI controls

EditorGUILayout.IntSlider (damageProp, 0, 100, new GUIContent ("Damage")); // Only show the damage progress bar if all the objects have the same damage value: if (!damageProp.hasMultipleDifferentValues) ProgressBar (damageProp.intValue / 100.0, "Damage");

EditorGUILayout.IntSlider (armorProp, 0, 100, new GUIContent ("Armor")); // Only show the armor progress bar if all the objects have the same armor value: if (!armorProp.hasMultipleDifferentValues) ProgressBar (armorProp.intValue / 100.0, "Armor");

EditorGUILayout.PropertyField (gunProp, new GUIContent ("Gun Object"));

// Apply changes to the serializedProperty - always do this in the end of OnInspectorGUI. serializedObject.ApplyModifiedProperties (); }

// Custom GUILayout progress bar. function ProgressBar (value : float, label : String) { // Get a rect for the progress bar using the same margins as a textfield: var rect : Rect = GUILayoutUtility.GetRect (18, 18, "TextField"); EditorGUI.ProgressBar (rect, value, label); EditorGUILayout.Space (); } }

Alternatively, if automatic handling of multi-object editing, undo, and prefab overrides is not needed, the script variables can be modified directly by the editor without using the SerializedObject and SerializedProperty system, as in the example below.

// Custom Editor the "old" way by modifying the script variables directly.
// No handling of multi-object editing, undo, and prefab overrides!
@CustomEditor (MyPlayer)
class MyPlayerEditor extends Editor {

function OnInspectorGUI () { target.damage = EditorGUILayout.IntSlider ("Damage", target.damage, 0, 100); ProgressBar (target.damage / 100.0, "Damage");

target.armor = EditorGUILayout.IntSlider ("Armor", target.armor, 0, 100); ProgressBar (target.armor / 100.0, "Armor");

var allowSceneObjects : boolean = !EditorUtility.IsPersistent (target); target.gun = EditorGUILayout.ObjectField ("Gun Object", target.gun, GameObject, allowSceneObjects); }

// Custom GUILayout progress bar. function ProgressBar (value : float, label : String) { // Get a rect for the progress bar using the same margins as a textfield: var rect : Rect = GUILayoutUtility.GetRect (18, 18, "TextField"); EditorGUI.ProgressBar (rect, value, label); EditorGUILayout.Space (); } }

Variables

serializedObjectA SerializedObject representing the object or objects being inspected.
targetThe object being inspected.
targetsAn array of all the object being inspected.

Functions

DrawDefaultInspectorDraw the built-in inspector.
DrawHeaderCall this function to draw the header of the editor.
DrawPreviewThe first entry point for Preview Drawing.
GetInfoStringImplement this method to show asset information on top of the asset preview.
GetPreviewTitleOverride this method if you want to change the label of the Preview area.
HasPreviewGUIOverride this method in subclasses if you implement OnPreviewGUI.
OnInspectorGUIImplement this function to make a custom inspector.
OnInteractivePreviewGUIImplement to create your own interactive custom preview. Interactive custom previews are used in the preview area of the inspector and the object selector.
OnPreviewGUIImplement to create your own custom preview for the preview area of the inspector, primary editor headers and the object selector.
OnPreviewSettingsOverride this method if you want to show custom controls in the preview header.
RenderStaticPreviewOverride this method if you want to render a static preview that shows.
RepaintRepaint any inspectors that shows this editor.
UseDefaultMarginsOverride this method in subclasses to return false if you don't want default margins.

Static Functions

CreateEditorMake a custom editor for obj or objects.

Messages

OnSceneGUILets the Editor handle an event in the scene view.

Inherited members

Variables

hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameThe name of the object.

Functions

GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the game object.

Static Functions

DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.
CreateInstanceCreates an instance of a scriptable object with className.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares if two objects refer to the same.

Messages

OnDestroyThis function is called when the scriptable object will be destroyed.
OnDisableThis function is called when the scriptable object goes out of scope.
OnEnableThis function is called when the object is loaded.