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Good news, they're coming this year. It seems in 2020.x every list is going to be reorderable, see roadmap at around 15min. [MEDIA]
Wow, that escalated quickly! :D Um, that would definitely be amazing! It would open up a lot of possibilities. I remember seeing somewhere that...
My guess is that it's probably a foundation thing. The way the editor is built restricts certain other things from being done easily. Or maybe...
Would it be possible to have similar handles for brush faces than what we have for vertices? I'm talking about those small boxes you see when you...
Awesome! Seems you have that matrix nailed down! I've had several cases where the Inspector won't remember a value in a custom field, and the...
Sorry for the slow reply! When you have the matrix of connections, is it something like the following, where 0 to 5 are doors and X means a...
The bug still persists in version 4.2.3. I'm going to try to fix it. If I do manage that, is there a way I can contribute the patch? Pull request?...
Heysh, Yup that's correct, I used it for forcing an inspector redraw. Thank you for that link! I replaced the SetDirty with...
This has _probably_ been mentioned already, but in case it hasn't: the default inspector for lists is kinda clunky. Not having a way to reorder...
Okay, finally got it to work using workaround, which I call the old 'counting ID' trick. Not the oldest one in the book, but pretty old. It works....
Yeah that's true. In many cases the order doesn't really matter, but in this particular case I'm using it for the order is very important and the...
That's all the code there is. The TestComponent you see in the image is just a public class TestComponent: MonoBehaviour { public...
Well, it's not an editor actually, but a property drawer. A custom one that overrides the default property drawer for GameObject-fields. So...
I made a CustomPropertyDrawer for GameObject, but there's a weird bug that if you have a Component with a List of GameObjects and you try to set...
Sure: Attributes.cs (in its full might and glory :)) using System.Collections.Generic; using UnityEditor; using UnityEngine; using System;...
I tried putting Undo.RegisterCompleteObjectUndo(property.serializedObject.targetObject, "Attribute modification"); at the beginning of the OnGUI,...
Bump. Would be really appreciated!
Thanks! I managed to get one step forward with your help. Now it seems that the Undo-system is somehow holding a grudge against me. I get this...
The problem with managedReferenceValue is that it's write-only. How do I check for null? Also, if I try to write to that field, the editor crashes.
Hello, How does the SerializedProperty-system work with these recently allowed serializable polymorphic classes? In order to get some kind of...