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


property要为其创建字段的 SerializedProperty。
label要使用的可选标签。如果未指定,则使用属性本身的标签。使用 GUIContent.none 可完全不显示标签。
includeChildren如果为 /true/,将绘制包含子项的属性;否则仅绘制控件本身(例如,只有一个折叠箭头,其下不含任何内容)。


bool 如果属性拥有子项且已展开,并且 includeChildren 设置为 false,则为 True;否则为 false。


使用此方法在编辑器中针对 SerializedProperty 创建一个字段。

//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(); } }