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    • Configure project settings
      • Add or remove available nodes
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    • Update Visual Scripting
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  • Basic concepts in Visual Scripting
    • The interface
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      • Custom types
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  • Develop application logic with Script Graphs
    • Create a new graph file
      • Create a new blank graph with the Project window
      • Create a new unassigned graph with the empty graph creation flow
      • Create and assign a graph to an existing GameObject
      • Create and assign a graph to a new GameObject
      • Create a graph on a Script Machine or State Machine
    • Attach a graph file to a Script Machine or State Machine
    • Open a graph file
      • Add a node to a Script Graph
      • Connect nodes in a Script Graph
      • Create and add a variable to a Script Graph
      • Create node groups
      • Add comments to a graph
    • Add a Subgraph to a Script Graph
      • Add a Trigger or Data port to a Script Graph
    • Add a State Unit to a Script Graph
    • Custom Events
      • Add a Custom Event node
      • Add a Trigger Custom Event node
    • Capture user input in an application
      • Capture input using the Input Manager
      • Add and configure a Player Input component
      • Capture input using the Input System package
    • Use relations to debug
      • Predictive and live debugging
      • Working with debug messages
    • Live edit
      • Live edit during runtime
  • Develop logic transitions with state graphs
    • Create a new state
    • Create a transition between states
  • Advanced customization and development
    • Refactor a C# script with Visual Scripting
      • Add the RenamedFrom attribute to a C# script
    • Custom C# nodes
      • Create a new simple Custom C# node
      • Add ports to your Custom C# node
      • Add logic to your Custom C# node
      • Add relations to your Custom C# node
      • Add documentation to your Custom C# node
      • Custom C# node attributes reference
    • Create a Custom Scripting Event node
      • Create a Custom Scripting Event Sender node
      • Trigger a Custom Scripting Event from a C# script
      • Listen to a Custom Scripting Event from a C# script
    • Use a custom type
      • Add the Inspectable attribute to a custom type
      • Create a custom PropertyDrawer for a custom type
  • Node reference
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Create a custom PropertyDrawer for a custom type

If you want to use a custom type from a custom class in Visual Scripting, and you don't have access to its source code, you must create a custom PropertyDrawer.

You can't assign a value to a custom type inside the Editor or initialize the value for a variable with a custom type if it doesn't have a PropertyDrawer.

Note

The class for your custom type must have the [Serializable] tag in its source code to create a custom PropertyDrawer.

To create a custom PropertyDrawer:

  1. Go to Window > General > Project, or press Ctrl+5 (macOS: Cmd+5) to open the Project window.

  2. Go to Create > C# Script.

  3. Enter a name, such as CounterDrawer, for the new script file.

  4. Press Enter.

  5. Double-click the new C# file. Unity opens the file in the program you specified in your preferences, under External Script Editor.

    Note

    For more information on script editors in Unity, see the Integrated development environment (IDE) support in the Unity User Manual.

  6. Remove the Start and Update functions and their comments from the script file.

  7. Above the line that defines your new public class, add a [CustomPropertyDrawer] attribute.

  8. In the parameters for the [CustomPropertyDrawer] attribute, specify a type of parameter with the name of the type you want to assign to this PropertyDrawer, exactly as it appears in Unity.

  9. Change the MonoBehaviour class at the end of your public class definition to PropertyDrawer.

Note

After you create a custom PropertyDrawer, you must generate the required property provider scripts from your Visual Scripting Project Settings. For more information, see Configure project settings.

The following is an example of a finished PropertyDrawer script:

    using UnityEditor;
    using UnityEngine;
    [CustomPropertyDrawer(type of(<Counter>))]
    public class CounterDrawer : PropertyDrawer
    {
        // Draw the property inside the given rect
        public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
        {
            // Using BeginProperty / EndProperty on the parent property means that
            // prefab override logic works on the entire property.
            EditorGUI.BeginProperty(position, label, property);
    
            // Draw label
            position = EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label);
    
            // Don't indent child fields
            var indent = EditorGUI.indentLevel;
            EditorGUI.indentLevel = 0;
    
            // Calculate rects
            var amountRect = new Rect(position.x, position.y, 30, position.height);
            var unitRect = new Rect(position.x + 35, position.y, 50, position.height);
            var nameRect = new Rect(position.x + 90, position.y, position.width - 90, position.height);
    
            // Draw fields - passs GUIContent.none to each so they are drawn without labels
            EditorGUI.PropertyField(amountRect, property.FindPropertyRelative("amount"), GUIContent.none);
            EditorGUI.PropertyField(unitRect, property.FindPropertyRelative("unit"), GUIContent.none);
            EditorGUI.PropertyField(nameRect, property.FindPropertyRelative("name"), GUIContent.none);
    
            // Set indent back to what it was
            EditorGUI.indentLevel = indent;
    
            EditorGUI.EndProperty();
        }
    }

To create the rest of your custom PropertyDrawer, you must decide what fields you must display, and how you want them to display in the Editor's interface. For example, you might want to use the UIElements module to create your PropertyDrawer, or decide to use Unity's IMGUI module.

For more information on how to create and design a custom PropertyDrawer, see the PropertyDrawer class in the main Unity Scripting API and its related methods.

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