Returns true if the given target is a temporary UnityEngine.Object instance created from inside a PresetEditor.
This method has to be used from inside a CustomEditor in order to change what values are being displayed in the context of a Preset. Some CustomEditors, like the ones for global settings, are being mixed with serialized values that can be part of a Preset and global values shared between projects that are not serializable. In a Preset inspector, those global values should be hidden or at least disabled because changing them in the Preset would in fact change them globally.
using UnityEditor; using UnityEditor.Presets; using UnityEditor.UIElements; using UnityEngine; using UnityEngine.UIElements;
[CustomEditor(typeof(SomeSettings))] class SomeSettingsEditor : Editor { public override VisualElement CreateInspectorGUI() { var root = new VisualElement();
// create UI for serialized data var aFloat = new PropertyField(serializedObject.FindProperty("m_AFloat")); root.Add(aFloat);
// We are adding another field with an EditorPref data that we want to be excluded from the Preset UI. if (!Preset.IsEditorTargetAPreset(target)) { var global = new FloatField("Global Pref"); global.value = EditorPrefs.GetFloat("SomeGlobalSetting", 0.0f); global.RegisterCallback<ChangeEvent<float>>(evt => EditorPrefs.SetFloat("SomeGlobalSetting", evt.newValue)); root.Add(global); }
return root; } }
class SomeSettings : ScriptableObject { public float m_AFloat; }