Legacy Documentation: Version 4.6(go to latest)
Language: English
  • C#
  • JS
  • Boo

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Editor

Namespace: UnityEditor

/

Inherits from: ScriptableObject

Suggest a change

Success!

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.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

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

serializedObject A SerializedObject representing the object or objects being inspected.
target The object being inspected.
targets An array of all the object being inspected.

Functions

DrawDefaultInspector Draw the built-in inspector.
DrawHeader Call this function to draw the header of the editor.
DrawPreview The first entry point for Preview Drawing.
GetInfoString Implement this method to show asset information on top of the asset preview.
GetPreviewTitle Override this method if you want to change the label of the Preview area.
HasPreviewGUI Override this method in subclasses if you implement OnPreviewGUI.
OnInspectorGUI Implement this function to make a custom inspector.
OnInteractivePreviewGUI Implement to create your own interactive custom preview. Interactive custom previews are used in the preview area of the inspector and the object selector.
OnPreviewGUI Implement to create your own custom preview for the preview area of the inspector, primary editor headers and the object selector.
OnPreviewSettings Override this method if you want to show custom controls in the preview header.
RenderStaticPreview Override this method if you want to render a static preview that shows.
Repaint Repaint any inspectors that shows this editor.
UseDefaultMargins Override this method in subclasses to return false if you don't want default margins.

Static Functions

CreateEditor Make a custom editor for obj or objects.

Messages

OnSceneGUI Lets the Editor handle an event in the scene view.

Inherited members

Variables

hideFlags Should the object be hidden, saved with the scene or modifiable by the user?
name The name of the object.

Functions

GetInstanceID Returns the instance id of the object.
ToString Returns the name of the game object.

Static Functions

Destroy Removes a gameobject, component or asset.
DestroyImmediate Destroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoad Makes the object target not be destroyed automatically when loading a new scene.
FindObjectOfType Returns the first active loaded object of Type type.
FindObjectsOfType Returns a list of all active loaded objects of Type type.
Instantiate Clones the object original and returns the clone.
CreateInstance Creates an instance of a scriptable object with className.

Operators

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

Messages

OnDestroy This function is called when the scriptable object will be destroyed.
OnDisable This function is called when the scriptable object goes out of scope.
OnEnable This function is called when the object is loaded.