Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

Mesh Attributes Grayed Out in Inspector

Discussion in 'Editor & General Support' started by Leito, Aug 27, 2014.

  1. Leito

    Leito

    Joined:
    Apr 8, 2014
    Posts:
    37
    I have an issue where all the models from the project folder will have their attributes grayed out in the inspector. Not sure what I may have accidentally hit to cause this but any help would be appreciated.

    Added a photo.
     

    Attached Files:

    • 001.jpg
      001.jpg
      File size:
      287.8 KB
      Views:
      875
  2. Leito

    Leito

    Joined:
    Apr 8, 2014
    Posts:
    37
    bump
     
  3. peteorstrike

    peteorstrike

    Unity Technologies

    Joined:
    Oct 4, 2013
    Posts:
    116
    Components on imported model files (fbx, max, etc) are always greyed out/inaccessible in the Project view - these will only become active and editable once you create an instance of them by dragging them into your scene view or into the scene's hierarchy window. However, editing the scene version won't alter the component values of the original mesh.

    If you need to edit the initial attributes (like the transform component or material names) you'll need to change them either in your external 3d package before exporting to Unity or by making them into prefabs, which will enable the components for editing outside of a scene.

    Hope that helps!
     
  4. Leito

    Leito

    Joined:
    Apr 8, 2014
    Posts:
    37
    Interesting. I swore that I was able to edit an imported model's components in the project view prior to a few days ago...

    Thanks, for the reply though. I guess I'll just have to work with it then.