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CloseValue of a string property.
Contains a valid value only if propertyType is SerializedPropertyType.String, otherwise accessing it results in an error logged.
Additional resources: propertyType, SerializedPropertyType.String.
using UnityEngine; using UnityEditor;
public class SerializedPropertyStringExample : ScriptableObject { public string m_string;
[MenuItem("Example/SerializedProperty stringValue Set Example")] static void StringValueExample() { var scriptableObject = ScriptableObject.CreateInstance<SerializedPropertyStringExample>(); using (var serializedObject = new SerializedObject(scriptableObject)) { SerializedProperty stringField = serializedObject.FindProperty("m_string"); stringField.stringValue = "Hello World"; serializedObject.ApplyModifiedProperties(); }
// Save the ScriptableObject into the Project. // Viewing this Asset in the inspector will show the value of m_string as "Hello World" AssetDatabase.CreateAsset(scriptableObject, "Assets/Editor/SerializedPropertyStringExample.asset"); } }
using UnityEditor; using UnityEngine;
public class SerializedPropertyStringExample2 { [MenuItem("Example/SerializedProperty stringValue Get Example")] public static void PrintStringProperties() { // Retrieve the currently selected Scene object in the Hierarchy Window, // or Asset selected in the project view var selectedObject = Selection.activeObject; if (selectedObject == null) { Debug.Log("No object selected."); return; }
SerializedObject serializedObject = new SerializedObject(selectedObject);
// Get the base property SerializedProperty property = serializedObject.GetIterator();
// Move to the first property bool visitChildren = true; property.NextVisible(visitChildren);
visitChildren = false;
// Iterate through all the top level properties (not recursive) do { if (property.propertyType == SerializedPropertyType.String) { Debug.Log($"Property: {property.name}, Value: {property.stringValue}"); } } while (property.NextVisible(false)); } }
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