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EditorGUI.PropertyField

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public static method PropertyField(position: Rect, property: SerializedProperty, includeChildren: bool = false): bool;
public static bool PropertyField(Rect position, SerializedProperty property, bool includeChildren = false);
public static method PropertyField(position: Rect, property: SerializedProperty, label: GUIContent, includeChildren: bool = false): bool;
public static bool PropertyField(Rect position, SerializedProperty property, GUIContent label, bool includeChildren = false);

Parameters

positionRectangle on the screen to use for the property field.
propertyThe SerializedProperty to make a field for.
labelOptional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all.
includeChildrenIf true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it).

Returns

bool True if the property has children and is expanded and includeChildren was set to false; otherwise false.

Description

Use this to make a field for a SerializedProperty in the Editor.

no example available in JavaScript
//Attach a script like this to the GameObject you would like to have a custom Editor window.

using UnityEngine;

public class MyScript : MonoBehaviour { public int myInt = 90; }
no example available in JavaScript
//Create a folder and name it “Editor” and place this second script within it. To do this right click within the Assets directory and go to Create>Folder
//Ensure you insert your first script’s name as a parameter in the CustomEditor e.g. [CustomEditor(typeof(MyScript))]

using UnityEngine; using UnityEditor;

// Custom Editor using SerializedProperties. // Make sure to put the name of the script on your GameObject in here [CustomEditor(typeof(MyScript))] // Automatic handling of multi-object editing, undo, and prefab overrides. [CanEditMultipleObjects]

public class EditorGUIPropertyField : Editor { SerializedProperty m_IntProperty;

void OnEnable() { // Fetch the objects from the MyScript script to display in the inspector m_IntProperty = serializedObject.FindProperty("myInt"); }

public override void OnInspectorGUI() { //The variables and GameObject from the GameObject script are displayed in the Inspector and have the appropriate label EditorGUI.PropertyField(new Rect(0, 300, 500, 30), m_IntProperty, new GUIContent("Int : "));

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

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