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Inspector++ - 'Meh' to 'WOW' inspectors

Discussion in 'Assets and Asset Store' started by pvloon, May 20, 2012.

  1. fholm

    fholm

    Joined:
    Aug 20, 2011
    Posts:
    2,052
    I ran into some trouble today, basically if you have the word "Assets" in your path name anywhere but the Asset folder, Inspector++ wont work. Quick fix however, replace the current InspectorPlusWindow.filePath property with this:

    Code (csharp):
    1.  
    2.     public string filePath
    3.     {
    4.         get
    5.         {
    6.             int index = Application.dataPath.LastIndexOf("Assets");
    7.             return Application.dataPath.Substring(0, index) + Path.GetDirectoryName(AssetDatabase.GetAssetPath(MonoScript.FromScriptableObject(this)));
    8.         }
    9.     }
    10.  
     
  2. pvloon

    pvloon

    Joined:
    Oct 5, 2011
    Posts:
    591
    Ah I see. Sorry, shouldn't handle strings unsafely like that.

    Thanks for the fix, will include it in the next update :)
     
  3. crafTDev

    crafTDev

    Joined:
    Nov 5, 2008
    Posts:
    1,818
    Hey,

    Inspector plus has been great but I have 2 problems with save to file:

    It adds "InspectorPlus" to the end name of the script when there is already another file that is created by Inspector plus to modify the inspector for the script.

    To fix, I just changed the InspectorPlusFiler.cs line:
    Code (csharp):
    1.  
    2.  InspectorPlusFilerStrings s = new InspectorPlusFilerStrings(name, name + "InspectorPlus", hasInspector);
    and the Public Void WriteToFile:
    Code (csharp):
    1. fileName = name + "InspectorPlus";
    To

    Code (csharp):
    1. InspectorPlusFilerString;
    2. s s = new InspectorPlusFilerStrings(name, name + "Inspector", hasInspector);
    and the Public Void WriteToFile:
    Code (csharp):
    1. fileName = name + "Inspector";
    So my savetofile script EnemyControls for eg will be called "EnemyControlsInspector" instead of a duplicate "EnemyControlsInspectorPlus".


    Also I find that it saves time to just save the file in the main editor folder, so I just changed the InspectorPlusWindow.cs line:
    Code (csharp):
    1.  
    2. filer.WriteToFile(n, manager.GetTracker(n), "InspectorPlusOutput");
    TO
    Code (csharp):
    1. filer.WriteToFile(n, manager.GetTracker(n), "Editor/InspectorPlusOutput");
    Thanks.
     
  4. nuverian

    nuverian

    Joined:
    Oct 3, 2011
    Posts:
    2,084
    Till now your asset rocks really, but :)...
    Can we please have the same power for serialized classes in a List. More specificaly, I have a class with a public list and another class which extends System.Object. I use Javascript and thats the way the doc says must be done to serialize the class.
    Inspector++ does show up the List in the inspector, but the serializable's Class variables do not show correctly. Also I can't at all use Inspector++ to that class which extends System.Object.

    I hope this makes sense to you, but in essense, I just want to use Inspector++ power and show the variables of a class that's in a list.
    Thanks :)
     
  5. pvloon

    pvloon

    Joined:
    Oct 5, 2011
    Posts:
    591
    Hi,
    sorry for my absence! I have been rather busy lately, hope I can still get out an update soon anyway!

    @jrDev: Thank you for the suggestion! I will definatly change the name to your style, much nicer. I don't think I will put the inspectors in a editor folder by default however. Having two custom edtiros for the same class freqeuntly crashed unity in my tests. Really, the files that get's saved needs to get out of the project! Putting in a different folder makes it harmless.

    @nuverian: Thanks! I will look into this. Inspector++ does a recusrive search through all children so vars should show up if they are serialized individually. Or maybe it just doesn't do that in a array thingie? Anyway, I will try to improve this.

    Sorry for the wait on the update!
     
  6. nuverian

    nuverian

    Joined:
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    2,084
    No problem!
    To clarify: It seems that I can't "CREATE" an inspector++ inspector for classes that extend System.Object, so I cant use the cool groups, labels, callback buttons etc for them (especially the groups). On the other hand, a List<T> does show such class, but every variable of the class is named after the List<T> name itself:
    $2012-09-03_23h33_53.png

    Also if you support hastables this will rock more :)

    Thanks
     
  7. blaze

    blaze

    Joined:
    Dec 21, 2011
    Posts:
    211
  8. pvloon

    pvloon

    Joined:
    Oct 5, 2011
    Posts:
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    Hi nuverian! Sorry for my late response, I see! I think it's a small bug in the array inspector (lists get reported as arrays). Should be a quick fix, hold on!
    HashTables is more work. If unity doesn't support them somehow, I can't support them. Although I can probalby split the up in keys and values, but that would sacrifice multi-editabillaty (is that even a word?)
    If you an instance of class derived of Object, you can't see it's properties in the inspector? Try marking it with [System.Serializable]. Or what is the problem exactly?

    And Blaze, great idea! If I can support the PropertyDrawer inspector++ becomes fully exentisible, awesome! It should be possible to support. I don't know if it's possible to 'add' an attribute to variable from the window, will have to look into that! Thanls :)

    Best regards,
    Arthurr
     
    Last edited: Sep 13, 2012
  9. Daniko

    Daniko

    Joined:
    Mar 24, 2011
    Posts:
    16
    Hi, I installed Inspector ++ into a project, and get this error
    Assets/InspectorPlus/InspectorTip.cs(3,2): error CS0641: Attribute `System.AttributeUsageAttribute' is only valid on classes derived from System.Attribute
     
  10. pvloon

    pvloon

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    Oct 5, 2011
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    Whew, that took a while, but I've finally released a small bugfix release.

    It implements the fix from fholm, and from jrDev. Thanks to both of you, what a great community this is!

    I fixed the names that show up in lists. Should be ok now. Also changed nesting a bit to ensure this keeps working, haha.

    @Daniko: I've got no clue why you would get that error. Look in the file, it obviously does derive from Attribute. You might have a class names Attribute as well, causing confusion, I changed it a bit (explicit namespaces) in the path, hopefully that resolves the issue.

    Best regards,
    Arthur
     
  11. pvloon

    pvloon

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    Update has just been accepted :)
     
  12. Daniko

    Daniko

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    that fixed my issue, thanks!
     
  13. pvloon

    pvloon

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    Whew, glad to hear :)
     
  14. supernat

    supernat

    Joined:
    May 3, 2011
    Posts:
    45
    Arthur, I just downloaded Inspector++ and wanted to give it a spin on a simple script as follows:
    Code (csharp):
    1. using UnityEngine;
    2. using System.Collections;
    3.  
    4. public class RandomObjectRetriever : MonoBehaviour
    5. {
    6.  
    7.   public GameObject[] Objects;
    8.  
    9.   GameObject GetRandomObject()
    10.   {
    11.     int indx = Random.Range (0, Objects.Length-1);
    12.  
    13.     return Objects[indx];
    14.   }
    15. }
    It creates the file, and when I save it, I get a dialog box that says I need to place it in an editor, but the dialog ends with "Note: You need to put" and nothing after that. However, that's a side note, unless it is about to explain why the script itself fails. Then I get an error in the console:
    Assets/InspectorPlusOutput/RandomObjectRetrieverInspector.cs(114,54): error CS1525: Unexpected symbol `,', expecting `;'
    and at that line in the file is:
    EditorGUILayout.BeginVertical ("box"), GUILayout.MaxWidth(Screen.width));

    Thanks,
    Chris
     
  15. pvloon

    pvloon

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    Oct 5, 2011
    Posts:
    591
    Hi,

    I see, sorry, the filer added an extra bracket, my fault. I've submitted a fix, should be accepted in a day or so!

    Note that you can still use inspector++ in the meantime, you just can't save to file to produce a distributional file (well, you can, just remove the ) after "box")

    Arthur
     
  16. pvloon

    pvloon

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    Oct 5, 2011
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    Fix has been accepted
     
  17. blaze

    blaze

    Joined:
    Dec 21, 2011
    Posts:
    211
  18. pvloon

    pvloon

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    Oct 5, 2011
    Posts:
    591
    Hihoooo!

    Haha, that's quite an awesome inspector indeed! However, it's such a complex inspector, you can't create that with inspector++, neither would it be feasible to adjust inspector++ so you could.

    You will have to resort to good old scripting to do so, take a look here: http://docs.unity3d.com/Documentation/Components/gui-ExtendingEditor.html

    With unity 4 this will get a little easies, it still requires a good amount of scripting though!

    Those buttons look awesome though, I might include textured buttons in the next update!
     
  19. sugoro

    sugoro

    Joined:
    Aug 15, 2012
    Posts:
    1
    Hello! I just purchased your Inspector++ to use the NGUI inspectors you made but I'm running into a problem.
    I've attached an screenshot to clarity what's going on.
    Any ideas?

    For reference, I have the latest versions of NGUI and your inspectors for it, along with the latest version of Inspector++.
    Also, I submitted this here and not in the NGUI inspectors thread because from the looks of it, there's something going on with Inspectors++ itself (specifically with the NGUI.asset file), not with the NGUI inspectors.

    Thanks for your time.
     

    Attached Files:

  20. crafTDev

    crafTDev

    Joined:
    Nov 5, 2008
    Posts:
    1,818
    One visual problem I have with Inspector Plus is that some variables become indented left when make it into a range slider.
     
  21. pvloon

    pvloon

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    Oct 5, 2011
    Posts:
    591
    @Suguro: Sorry for my absence here! It looks like somehow the InspectorPlusManager reference got lost. You can drag the InspectorPlusManager script manually on the slot that says missin (mono script). It obviously shouldn't be that way though, I will take a close look at this!

    @jrDev: Hmm, not much special going on with range sliders. Are the variable names, or the sliders not arranged correctly? Variable names would definatly be a bug. If the slider is off it's just small tweak.

    As always thanks for the feedback!
     
  22. Wisit-Nik

    Wisit-Nik

    Joined:
    Jul 28, 2012
    Posts:
    12
    Can you adjust variables to the same line example:
    In file
    int ATK;
    int DEF;

    When check in inspector we will get
    ATK 0
    DEF 0

    I really want
    ATK 0 DEF 0

    If it's possible I really glad and I already bought your InspectorPlus. :)
     
  23. Masonface

    Masonface

    Joined:
    Oct 1, 2012
    Posts:
    4
    Hi!

    Once I imported Inspector+ to my project, I received the following errors which prevented it from compiling.

    I'm really anxious to get started using this awesome looking asset!

    Thanks for your time.



    Edit:

    I'm using Javascript. I moved the "InspectorPlus" folder into the "Plugins" folder and it seems to work fine!


    Second Edit:

    Is this asset only intended to work with C# scripts?
     
    Last edited: Dec 9, 2012
  24. ChaseRLewis73003

    ChaseRLewis73003

    Joined:
    Apr 23, 2012
    Posts:
    85
    Have a question can I easily expose properties using this ?
     
    Last edited: Dec 9, 2012
  25. pvloon

    pvloon

    Joined:
    Oct 5, 2011
    Posts:
    591
    HI Everyone :)

    Great to see this topic revived, should have done that myself long time ago, heh. Just want to say, Inspector++ has of course been tested with unity 4, and it works like it should! It respects property drawers and such (though that can be improved a bit)


    @Wisit Nik: I can see how that would be useful. It's not possible currently though. I'm a bit overloaded with work at the moment, but I do intend to push an update some time later on, and I'll be sure to include this! :) Tanks a bunch

    @Masonface: Though it's made for C#, it should work for javascript. Hmm, those errors don't make a lot of sense to me. Rather odd that moving to the plugins folder works. Thank you for the comment, I'll fix this as soon as possible (with a bit of luck, today)

    @CharseRLewis73003: I know this is an important feature, but as long as unity doesn't serialize properties, it can't be done directly.

    That said, here is an easy workaround, most likely you only need to add [SerializeField]

    Code (csharp):
    1.  
    2. [SerializeField]  //<-Important. Add this, and this private var will show up in inspector++
    3. float _myProperty; //storage of the property, you're very likely to have this already!
    4. float myProperty { get { return _myProperty; } set { SomeFancyProccesingYouDo(); _myProperty = value; } }
    5.  
     
  26. Masonface

    Masonface

    Joined:
    Oct 1, 2012
    Posts:
    4
    So, when I save the Inspector+ modified script, I get the following message:

    https://docs.google.com/open?id=0BxUn2y2oer5WTWdaZUlRR2NScFE

    The last statement is cut off. I assume it reiterates the fact that the output script needs to be placed in the editor folder. Just to be clear, that's the "Project/Editor" folder, not "Project/InspectorPlus/Editor" folder, correct?

    When I transplant the script from the "Project/InspectorPlusOutput" into "Project/Editor" I still get the following errors:

    ( ^ I realize that one is probably harmless)

    This is probably an easy fix; I've probably just misunderstood the directions for what to do with the output. Any thoughts?
     
    Last edited: Dec 9, 2012
  27. pvloon

    pvloon

    Joined:
    Oct 5, 2011
    Posts:
    591
    Ah, stupid message boxes. Yes, it just needs to be in any folder that's called Editor. The 'inconsistent line endings' is completely harmless. I know it's annoying, but I'm still not quite sure what unity does like. So, sorry about that, but it's of no harm.

    Those other errors are harmfull though. Seems inspector++ cannot find the type of your script. I think unity 4 handles .js -> C# communication a bit different, it's probably related to the error you got earlier. Maybe placing it in plugins/Editor fixes the issue? I'll investigate this, and keep you updated.
     
    Last edited: Dec 9, 2012
  28. Deleted User

    Deleted User

    Guest

    Does it come with all the source code? Or is it some sort of plugin thing? :)
    *Is thinking of buying it*
     
  29. pvloon

    pvloon

    Joined:
    Oct 5, 2011
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    Comes with full source code :) Thanks for the interest!


    (Though, to be fair, it's a bit hackish. Unity does not like inspector generation, hehe )
     
  30. Deleted User

    Deleted User

    Guest

    I am quite sure I will buy it when I get my next paycheck then! ;)
     
  31. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

    Joined:
    Jul 19, 2006
    Posts:
    32,401
    It likes line endings to be consistent...select all text in the script and set to the same line ending. (How to do that exactly depends on what you're using for a text editor.)

    No, it's the same as always. http://docs.unity3d.com/Documentation/ScriptReference/index.Script_compilation_28Advanced29.html

    --Eric
     
  32. pvloon

    pvloon

    Joined:
    Oct 5, 2011
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    Hmm, I'm really not sure why these issues appear only now then. Thinking about it, I'm not quite sure how it works now, haha. Editor is compilled before JS, so no way typeof(MyJSType) should work. Not sure why moving the InspectorPlus folder to plugin helps, moving the .js file to plugins should help. Back to the JS code cave!

    About line ending, I know Erich5h5, but with generated code that's a bit hard ;) Plus, when I use 'format text' in visual studio, unity still complains. It's so judgemental! haha


    @Angeluzian: Aah, great! Love to hear your thoughts when you do, and let me know if you have any issues.
     
  33. pvloon

    pvloon

    Joined:
    Oct 5, 2011
    Posts:
    591
    Hi everyone!

    Sorry it took so long, but I've just uploaded a new version to the store! Thanks everyone for the continued support of this asset, never expected to do well so long :)

    -New: Set default text for text field
    -New: Switch between text field and text area
    -Fixed some JS compatability
    -Fixes some layout problems in unity4
    -Tweaks in Save to file, now saves to editor folder. Less confusing in general.
    -Fixed NGUI for unity 4


    @Angeluzian: I hope this version fixes your errors! Please note that I've found out putting InspectorPlus in the plugins folder is NOT a good idea. So just put it somewhere in your project, and it should all work :)
     
    Last edited: Dec 15, 2012
  34. pvloon

    pvloon

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    Oct 5, 2011
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    Update has been approved!
     
  35. pvloon

    pvloon

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    Oct 5, 2011
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    591
    Update working for everyone? :)
     
  36. BrainMelter

    BrainMelter

    Joined:
    Nov 20, 2012
    Posts:
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    This doesn't seem to work with classes within namespaces ...

    It works ok for me otherwise.
     
  37. pvloon

    pvloon

    Joined:
    Oct 5, 2011
    Posts:
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    Welcome to the forums! Thanks, I'll look into it
     
  38. worldsbestboss

    worldsbestboss

    Joined:
    Mar 12, 2012
    Posts:
    88
    Hi. Just bought your package off the asset store. So far I'm liking it but I'm running across some issues.

    I've used a custom inspector class to put multiple variables on one line. I'm a little sad that this functionality isn't included in your package (or is it? I couldn't find anything like it) but not too upset.

    What's odd is that when I use a class which contains an array of classes I get a UI which looks like this.



    (also what's odd is there is one script icon in the third linked monobehaviour, but I don't know why it's only there?)

    But when I use an array directly I get a different array UI, which doesn't seem to like nested arrays or nested classes very much at all.



    As you can see there are some oddities.
    -the variable "executeDelay" is cut off by its value
    -the class which holds a monobehaviour and string is set a little further to the left than it is when it uses the non-array ui, causing it to slip off the page
    -the "callFunctions" class array is placed to the left of the array holding it (maybe intended?)

    Understandably, this is a clusterfuck of an inspector job I've given it. But it doesn't seem like there's any way to easily shift some of the boxes around to put them back to the correct locations. Is there anything I can do about this?
     
  39. TechnicalArtist

    TechnicalArtist

    Joined:
    Jul 9, 2012
    Posts:
    736
    hi,
    I want to create a drag and drop functionality using playmaker and NGUI. The sample scene Example 11 - Drag Drop that comes with NGUI package works almost what I want but in this there is only one object where dragged object can be dropped. However in my case I have more then one object where I can drop the object. Can some one help me on how to do this. Few selected object can be dragged to few selected object in scene is what I want to do. Prefer playmaker side work solution as I am not a programmer,can i done with your package?
    Any help to solve this will be great for me.
    Dev
     
  40. pvloon

    pvloon

    Joined:
    Oct 5, 2011
    Posts:
    591
    Hello all! Sorry for the abscense here. TC Particles, my newly released asset store product is taking up all my time. Hold on a little longer, I do want to get back to inspector++ at some point! :)

    @worldsbestboss: Hmm, nested classes indeed seem off. The array inspector needs to be a bit smarter about things it seems!

    @devang_xprt: No, this doesn't seem something inspector++ would be helpful for. It only does editor inspectors I'm afraid :) Maybe someone in the NGUI forum topic can help you with that!

    Also, I've had a report that inspector++ is broken in unity 4.1. It seems to work for me though. Anyone else with problems?
     
  41. steddyman

    steddyman

    Joined:
    Apr 10, 2009
    Posts:
    253
    Yes, it is broken for me to in 4.1. I get the following errors :(

    Assets/InspectorPlus/Editor/InspectorPlusImporter.cs(49,46): error CS0122: `UnityEditor.CustomEditor.m_InspectedType' is inaccessible due to its protection level
    Assets/InspectorPlus/Editor/InspectorPlusImporter.cs(49,39): error CS1502: The best overloaded method match for `System.Collections.Generic.List<string>.Add(string)' has some invalid arguments
    Assets/InspectorPlus/Editor/InspectorPlusImporter.cs(49,39): error CS1503: Argument `#1' cannot convert `object' expression to type `string'

    :(
     
  42. pvloon

    pvloon

    Joined:
    Oct 5, 2011
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    Aah, that's dumb, I fixed that at some point but never updated the package apparently! I submitted the update, and send you a PM :)
     
  43. TechnicalArtist

    TechnicalArtist

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    Jul 9, 2012
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    736
    thanks for your reply
     
  44. QuantumTheory

    QuantumTheory

    Joined:
    Jan 19, 2012
    Posts:
    1,081
    Perhaps I'm using this wrong, but here is my issue:

    I have 3 arrays which look a certain way in the inspector when inspector++ is installed in my project. When I save the edited script, it reverts back to the default unity inspector style for arrays. Is this intended? If so, that's a bit disappointing.
     
  45. freaksed

    freaksed

    Joined:
    Sep 15, 2010
    Posts:
    22
    when i got the ngui set of inspectors they didnt work, first the file locations all pointed to the wrong place, now when i try to run the importer it spits out the following.

    NullReferenceException: Object reference not set to an instance of an object
    InspectorPlusImporter.Importable (System.String folderName) (at Assets/Tools/InspectorPlus/Editor/InspectorPlusImporter.cs:55)
    InspectorPlusWindow.DrawExtensions () (at Assets/Tools/InspectorPlus/Editor/InspectorPlusWindow.cs:164)
    InspectorPlusWindow.DrawOpen () (at Assets/Tools/InspectorPlus/Editor/InspectorPlusWindow.cs:311)
    InspectorPlusWindow.OnGUI () (at Assets/Tools/InspectorPlus/Editor/InspectorPlusWindow.cs:86)
    System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Applications/buildAgent/work/b59ae78cff80e584/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
     
  46. renardmf

    renardmf

    Joined:
    Jun 29, 2012
    Posts:
    47
    Great Plugin!

    Only things I would like to see would be being able to custom color Labels to help with readability, basically allowing them to be white. As well as being able to move variables around by dragging and dropping in the inspector++ editor as opposed to nudging them up and down. Also, it would be nice to have some basic image support to snazz up an inspector.

    They only small bug I have found so far is that sometimes when I try to edit tooltips the text field doesn't auto size and I end up hitting a limit where I can't add spaces and new letters start stack backwards. I'm using Unity 3.5.7.

    Other than that, this is the most fun I've had making editor scripts!
     
  47. pvloon

    pvloon

    Joined:
    Oct 5, 2011
    Posts:
    591
    Sorry everyone, can't quite muster up to keep inspector++ up to date. As soon as I'm a little less busy I'll try to push out another update.

    @freaksed: Hmm, odd! It seems it can't find the NGUI file, which is weird, because it should fallback gracefully if it's not there in the first place. The NGUI inspectors are a little out of date anyway though - they'll probably be removed in the next asset store update.

    @renardmf: Thanks! Great to hear it's working for you. Images would be really cool indeed, as it'd open up a whole range of effects. Would require some pretty big refactoring of alot of code I think, though. Too bad the tooltips are limited though. Like I mentioned, you'll probably have to live with that for a while. Great to hear you're enjoying it otherwise :)
     
  48. WPCJack

    WPCJack

    Joined:
    Mar 15, 2013
    Posts:
    26
    Hey,

    A really great tool that's already saved me time after only 1 day. Just because I saw you were getting some feature requests I figured I'd add a couple.

    1. Reverse toggle groups - Eg. I have a bool to turn on traction control. If TC is off I want the designer to be able to specify slippage, otherwise not.
    2. Option to turn a bool into a foldout.
    3. Previously mentioned, setting colours for sections
    4. Previously mentioned, Multiple items on the same lines
    5. Ability to snap gaps - for the ocd in me to match gap sizes
    6. Ability to set indent of toggle group items
    7. Ability to paste into tooltip boxes

    Even without these add ins I'm a raving fan. Keep up the good work!
     
  49. pvloon

    pvloon

    Joined:
    Oct 5, 2011
    Posts:
    591
    Hi WPCJack!

    Sorry for the late response, thanks for the enthusiasm :) Some great feature requests! However, as you might notive by the delay of this response, I'm awfully busy. Mostly because I'm wrapping stuff up from a fulltime job, besides supporting TC Partcles, before I'm off next week on a world trip. Still, when I do make an update of inspector++ I'll be sure to try to include this stuff.
     
  50. TRIAX GAME STUDIOS

    TRIAX GAME STUDIOS

    Joined:
    Nov 27, 2013
    Posts:
    49
    ARTHUR ! Man .. Im Sure this could be easy for your Extension ...

    But COuld you Please UPGRADE Inspector ++ to do also CUSTOM INSPECTORS FOR SHADERS !

    You See this is the Actual Shader Inspector : WIch turns a litle bit Dificult / not Entuitive in large Shaders Trees ...



    I believe that Your Extension can Allow NOVEL Things like this :



    I think Its possible with your Supa Mega Extension here I believe Mega Custom Shader inspectors can become a Reality !

    This is a new thing on unity 4 cicle : That comes in the new WorkinProgress for the HUBBER SHADER There is this Infos At unity Documentation :

    Example on CUstom Material Editor : http://docs.unity3d.com/Documentation/Components/SL-CustomMaterialEditors.html


    I cant Beleive no one else have reminded of this ...

    But Iv Been looking for a long time on how to Implement FOLD OUTS And CHECK BOXES And TABS in Sections of the material Inspector like This Below
    So we can fold out parts of the materials / even have Foldouts inside foldouts ... For Better organization of Large Shaders with Subtrees of Properties Inside properties ...



    Here is how SHould look in the Material Properties :


    http://imagizer.imageshack.us/v2/800x600q90/18/pses.jpg

    At least a Easy way to do Fold Out Properties to fold Properties inside eachothers ... I would need as soon as possible !
    Foldout properties Reference : http://docs.unity3d.com/Documentation/ScriptReference/EditorGUI.Foldout.html

    ARTHUR ! I know that you are in a world trip and tripping With thinking particles, And playing King at the Round table etc ...

    BUT For All Gods And wizards sake PLEASE !! Can you please Upgrade your Extension to Allow us Custom SHader Inspector Stuffs like that ?

    Maibe is not Too much for a Inspector Kingdom Ruler As you !

    THANKS MILLIONS !!

    TRISH DIAN / TRIAX GAME STUDIO