Version: 2023.1
LanguageEnglish
  • C#

EditorGUI.PropertyField

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Declaration

public static bool PropertyField(Rect position, SerializedProperty property, bool includeChildren = false);

Declaration

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

Parameters

position Rectangle on the screen to use for the property field.
property The SerializedProperty to make a field for.
label Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all.
includeChildren If 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.

//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; }
//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(); } }