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

[Released] Easy Editor, Enhance your inspector interface

Discussion in 'Assets and Asset Store' started by tgouala-wellfiredLtd, Oct 28, 2015.

  1. tgouala-wellfiredLtd

    tgouala-wellfiredLtd

    Joined:
    Jun 8, 2013
    Posts:
    99
    May try that. Not sure yet as I am not a web developer and maintenance takes time :) I was also considering Unity forum and put links from our website to the forum.
     
  2. fugogugo

    fugogugo

    Joined:
    Jun 18, 2013
    Posts:
    12
    Hi, I just purchased your product.

    and after I tried, it looks like that [BeginHorizontal] and [EndHorizontal] doesn't work for serializable class inside list

    is there anyway to enable this so all the members ordered horizontally inside the list?
     
  3. tgouala-wellfiredLtd

    tgouala-wellfiredLtd

    Joined:
    Jun 8, 2013
    Posts:
    99
    Hi Fugogugo,

    This feature is not supported inside lists yet liske specified in the product description :
    • All these features apply for custom class and structure (as long as they are not inside a list, work in progress).

    We would love to adapt it to list, but this is a bit complicated as Unity does not support automatic layout in property drawers for the moment. But you can layout your element manually in a property drawer. Maybe you can share more details about what you want to achieve on egnare.studio@gmail.com ?
     
  4. Duffer123

    Duffer123

    Joined:
    May 24, 2015
    Posts:
    1,215
    @zhoufei,

    Any further thoughts about how to display/preview resources like textures and sprites in drag n drop in inspector?
     
  5. fugogugo

    fugogugo

    Joined:
    Jun 18, 2013
    Posts:
    12
    Thanks for your reply

    that's too bad, didn't think that can't be achieved. but It's okay I already implemented my own custom property drawer for the class inside the list. but then I met some question need to be answered

    I have send you some email but looks like there's no reply yet, so maybe I'll ask again here, and maybe you can help me with some problem here.

    So i use your reorderablelist for my list, and create my own custom property drawer to layout it manually. Now I want to somehow when an item added inside the list it will automatically assign value to some of it's class data. how can I achieve this?

    I know that rototz reorderable list can subscribe for add and remove event, but how to achieve it with EasyEditor because looks like you add one layer of class on top of it and I can access the reorderable list directly.

    thanks!
    sorry for my bad english :)
     
  6. tgouala-wellfiredLtd

    tgouala-wellfiredLtd

    Joined:
    Jun 8, 2013
    Posts:
    99
    Sorry for the late answer Fugogugo, we were on holidays and had visit from family members.

    Indeed, the reorderable list in Easy Editor does not allows you to set default values to the data you put in the list. We will send a new version that allows you to do this week-end.

    And don't worry about your English, it's not my native language as well ;)
     
  7. derkoi

    derkoi

    Joined:
    Jul 3, 2012
    Posts:
    2,237
    Getting this error when importing in to Unity v5.3.2 p1

     
  8. tgouala-wellfiredLtd

    tgouala-wellfiredLtd

    Joined:
    Jun 8, 2013
    Posts:
    99
    Hi Derkoi,

    We will check it as soon as possible and provide an update with a fix. If you want to get the update before it is available on the asset store, please send us your receip at egnare.studio@gmail.com.
     
  9. Duffer123

    Duffer123

    Joined:
    May 24, 2015
    Posts:
    1,215
    @ Zhoufei,

    How goes it? and what next for this asset?
     
  10. tgouala-wellfiredLtd

    tgouala-wellfiredLtd

    Joined:
    Jun 8, 2013
    Posts:
    99
    Hi Derkoi,

    We could not reproduce the behaviour you are experiencing. Are you sure you are using the right version of MonoDevelop ? The one corresponding to Unity 5.3.2p1 ?

    We tested with the last version of Easy Editor (v. 1.51)

    Come back to us with more information about your configuration on egnare.studio@gmail.com
    Cheers.
     
  11. tgouala-wellfiredLtd

    tgouala-wellfiredLtd

    Joined:
    Jun 8, 2013
    Posts:
    99
    Hi Duffer,

    Right now we are working on a new version of the website with an online documentation which will be sexier and much easier to navigate in than the current pdf.

    We also want to improve the multi-editing of reorderable lists. The behaviour seems slightly different than from the unity default list so right now the best way is to switch to debug mode, and switch back to normal mode in the inspector OR to use the default unity list (you can do it by adding
    Code (CSharp):
    1. [Inspector(rendererType = "SerializedFieldRenderer")]
    on top of your list).

    Hope we can make it better soon :)

    Stay Tuned !
     
  12. Duffer123

    Duffer123

    Joined:
    May 24, 2015
    Posts:
    1,215
    @zhoufei , sounds good. Looking forward to new site and release. Anything you could do to help re that link and code or image/media preview in inspector would also be great... ;) (later release)
     
  13. 2dgame

    2dgame

    Joined:
    Nov 24, 2014
    Posts:
    83
  14. tgouala-wellfiredLtd

    tgouala-wellfiredLtd

    Joined:
    Jun 8, 2013
    Posts:
    99
    Hi 2dgame,

    Easy Editor will work with any Monobehaviour and Scriptable Object, as long as no other plugin is modifying the default appearance of your object. If Advanced Inspector allows you to decide which inspector it should modify and which one it should not, then you can still customize the inspector of the non modified one with Easy Editor.

    But you cannot use both Advanced Inspector and Easy Editor on the same monobehaviour. It means that every features of Advanced Inspector cannot be used on a monobehaviour customized by Easy Editor.

    I hope it can help.
     
  15. Nimda001_2

    Nimda001_2

    Joined:
    Sep 19, 2013
    Posts:
    63

    Hi zhoufei,
    i want ask to you some things about Easy Editor,
    Since i am Unity Asset developer, i need to keep clean my Custom
    My question is, Easy Editor can generate a C# with customizations? then can be distributed without being tied to the source code/library of Easy Editor?

    Thanks
     
  16. tgouala-wellfiredLtd

    tgouala-wellfiredLtd

    Joined:
    Jun 8, 2013
    Posts:
    99
    Hi Nimda

    Easy Editor generates an editor script which help you to display a nice interactive interface.
    If you want to use it for your own asset, it is possible but you need to convert your editor code + Easy Editor in a .dll and ensure Easy Editor code can only be accessed by your library. This way, people will not be able to use Easy Editor.

    Of course, your runtime code can be open source without any problem, so if you wish people to have access to your asset runtime logic (but not the editor code) then it is fine.
     
  17. Duffer123

    Duffer123

    Joined:
    May 24, 2015
    Posts:
    1,215
    @zhoufei ,

    Any chance yet (next release) for in-editor in-inspector preview of media like images and sprites (so you can see the texture 2d you have selected etc)?
     
  18. tgouala-wellfiredLtd

    tgouala-wellfiredLtd

    Joined:
    Jun 8, 2013
    Posts:
    99
    Hi Duffer,

    I remember you requested it some time ago. A new update with better support for inheritance is on its way, it is a great opportunity to consider integrating this feature. Could you describe a bit more exactly what you expect ? Maybe a screenshot could help. If this does not threat the maintainability of the tool, it will be definitely added.
     
  19. Duffer123

    Duffer123

    Joined:
    May 24, 2015
    Posts:
    1,215
    Support for all the inheritance stuff would be excellent. Have a look at Visual item database asset piccies for view/preview box of image / texture2d rather than usual...
     
  20. Duffer123

    Duffer123

    Joined:
    May 24, 2015
    Posts:
    1,215
    @zhoufei ,

    You remember my problemo/challenge with inheritance etc and the code I posted (which I can't find now) - how can the latest version help with that and inheritance? Can you post some code or is it with the latest?
     
  21. Duffer123

    Duffer123

    Joined:
    May 24, 2015
    Posts:
    1,215
    Last edited: Jul 11, 2016
  22. TonanBora

    TonanBora

    Joined:
    Feb 4, 2013
    Posts:
    493
    What inheritance issues are you having?
    If you want a script to use the parent's script look/layout, you can have the editor script for the child script inherit from the editor script of the parent class.

    For example, my BaseMob's Editor script:

    Code (CSharp):
    1. using UnityEditor;
    2. using UnityEngine;
    3. using System.Collections;
    4. using EasyEditor;
    5.  
    6. namespace LOAScripts
    7. {
    8.     [Groups("Stats", "Loot")]
    9.     [CustomEditor(typeof(BaseMob))]
    10.     public class BaseMobEditor : EasyEditorBase
    11.     {
    12.         BaseMob baseMob;
    13.  
    14.         public override void OnEnable() {
    15.             base.OnEnable();
    16.             baseMob = target as BaseMob;
    17.  
    18.         }
    19.  
    20.         public override void OnInspectorGUI()
    21.         {
    22.             base.OnInspectorGUI();
    23.  
    24.             baseMob.Stats.UpdateStats();
    25.             baseMob.Skills.EditorUpdate();
    26.             EditorUtility.SetDirty(baseMob);
    27.  
    28.         }
    29.  
    30.     }
    31. }
    BaseMob inspector.png

    And my ICEmob editor script, which inherits from BaseMobEditor:
    Code (CSharp):
    1. using UnityEditor;
    2. using UnityEngine;
    3. using System.Collections;
    4. using EasyEditor;
    5.  
    6. namespace LOAScripts
    7. {
    8.     [Groups("Stats", "ICE Related", "Loot")]
    9.     [CustomEditor(typeof(ICEMob))]
    10.     public class ICEMobEditor : BaseMobEditor
    11.     {
    12.  
    13.     }
    14. }
    ICEMob inspector.png

    Both have the same layout, with a few minor differences.
     
    Last edited: Jul 12, 2016
  23. Duffer123

    Duffer123

    Joined:
    May 24, 2015
    Posts:
    1,215
    @TonanBora ,

    Interesting your code above is useful in any event. What I was after was EasyEditor helping with Composition. If you review the links I've posted above you might get get to see where I'm coming from some more.

    So I have say a Weapon and I pull in scriptableobject 'attributes' like 'Armour', or say 'Hits' which are all inheriting from a 'Attributes' scriptableobject. Problem is I can't look under the hood and alter variables within Armour when I add it in to my Weapon (scriptable object). Within Armour I might have say variables for metal and bonus - can't see them when I add the scriptableobject armour in to the list of attributes within the Weapon scriptableobject.

    Blimey, hope that makes some kind of sense!
     
  24. TonanBora

    TonanBora

    Joined:
    Feb 4, 2013
    Posts:
    493
  25. Duffer123

    Duffer123

    Joined:
    May 24, 2015
    Posts:
    1,215
    Any help (at an editor level) with Composition? ;)
     
  26. TonanBora

    TonanBora

    Joined:
    Feb 4, 2013
    Posts:
    493
    Working on that on the side. :)
    As is, I don't think EE, on its own, will give you what you want.
    You will need to write a little custom Editor code.

    This is why I think @zhoufei (if he is still around) should look into Unity's reorderable list, as it allows you to have a selected element, and perform GUI events when an element is selected, such as Drawing the selected element, in addition to most of the important functions of Rotorz list (such as adding and removing elements with plus and minus buttons, reordering them by dragging).
     
  27. tgouala-wellfiredLtd

    tgouala-wellfiredLtd

    Joined:
    Jun 8, 2013
    Posts:
    99
    Hi Guys,

    I am definitely around and preparing a new version that support inheritance even better. I am sorry, for some reason, the posts of the forum regularly stop reaching my mailbox... I will have a look at all your question this week-end (16th and 17th of July) and answer them one by one :)

    Sorry again !
     
    TonanBora likes this.
  28. Duffer123

    Duffer123

    Joined:
    May 24, 2015
    Posts:
    1,215
    No worries. Excellent!
     
  29. Duffer123

    Duffer123

    Joined:
    May 24, 2015
    Posts:
    1,215
    @zhoufei ,

    - demos of inheritance, textures, sprites in action on the website;

    - example folders for these too; and

    - anything you can do to help with composition and drilling in to it (scriptableobjects in a list as composition parts) (see links above) and example code/folders.

    ... would go down v well.... ;)
     
  30. tgouala-wellfiredLtd

    tgouala-wellfiredLtd

    Joined:
    Jun 8, 2013
    Posts:
    99
    Hi @Duffer123,

    - I published a package with an example of Texture, Sprites (in EasyEditor/Examples/PropertyDrawers) and Inheritance (in EasyEditor/Examples/Inheritance) which will be live in around one week. Anybody who wants an early update (or more early update in the future) can send the plugin invoice on the support email. The website will be updated as soon as possible.

    - About composition, this new package should be able to display all your fields, even inherited one as long as they are rendered by default by Unity. The problem is that Easy Editor will not display the details of a scriptable object in a list (which is also the default behaviour of Unity), and you will have to double click this scriptable object to display its details in the Inspector.
    The approach of TonanBora to display the details of the object selected inside a list without leaving the inspector of the object holding the list is pretty good and I will definitely have a look into it. But I cannot promise when it will be implemented. I hope it can be done in the next 2 months.

    @TonanBora, I will definitely have a look to this reorderable list from Unity itself. I need also to check from which version it is supported. Thanks for the tip ![/USER]
     
  31. Duffer123

    Duffer123

    Joined:
    May 24, 2015
    Posts:
    1,215
    @zhoufei ,

    Thanks and noted re composition - it's driving me potty is composition. I'm building an RPG with LOTS of attributes of items, attributes of stats, cross-referring across etc etc and lots of classes etc. Easy Editor is making the task of creating all the scriptable objects SO much easier.

    In terms of Composition/components, I was thinking of going the prefab and perhaps nested prefab/asset route and making a list of those.... easy to do composition with Prefabs!

    However, I will have another look at what TonanBora is mentioning. May also be a good way forward...

    Thanks both!
     
  32. Duffer123

    Duffer123

    Joined:
    May 24, 2015
    Posts:
    1,215
    @zhoufei ,

    How are you getting along re the composition etc quandarries?

    As an aside four massive enhancements would be to:

    - allow for a good workaround for bitmask enums - you can only have 32 of them currently as they are based on an int - you cannot extend that to an enum : long in unity as far as I can see but perhaps you could use bit arrays?

    - on the back of that check out this link (with code):- http://www.sharkbombs.com/2015/02/17/unity-editor-enum-flags-as-toggle-buttons/
    how cool would it be to represent enum bitmask values as these toggle buttons - excellent!

    - with your Begin/End Horizonal attribute - I think it would be great if it could allow for X number of fields with values per row - so limit it to say three and then down a line and so on...?

    - on the back of that suggestion, and taking it further - what about definiting a section by columns and rows of fields/values? much more control.

    Just some ideas - aside from support for composition etc, the extension beyond 32bits to the mask enum and the toggle buttons would be MASSIVE.... ;)
     
  33. tgouala-wellfiredLtd

    tgouala-wellfiredLtd

    Joined:
    Jun 8, 2013
    Posts:
    99
    Hi Duffer123,

    I am working on the composition, but not sure how far it will go. It depends of which features the internal reordering list of unity provide.

    Thanks for these 4 awesome features !

    - I think concerning the enum, users are free to use the property drawer to get what you see on the link you shared to me. Indeed, Easy Editor perfectly support property drawer so there is no limitation in using it in your Easy Editor enhanced script.

    Bit arrays are unfortunately not serialized by default, and for the moment I prefer to stuck as much as possible to the Unity default implementation to ensure easy compatibility with future versions of Unity. Using an array of Enum could be the way to go. I will consider it for EE roadmap. But I prefer first focus on composition.

    - Concerning the Begin/End Horizontal, do you mean going automatically to the new line after three fields are displayed on a row ? And concerning the control of section by columns and rows, could you give an example of how user would define it in their monobehaviour ? Because EE enhanced script should still be very easy to read or write, so I would like to know how you want to specify it and how it should look in the inspector.

    Thanks for all these suggestions !
     
  34. Duffer123

    Duffer123

    Joined:
    May 24, 2015
    Posts:
    1,215
    @zhoufei ,

    Not to worry - just thinking out loud... ;)

    "- Concerning the Begin/End Horizontal, do you mean going automatically to the new line after three fields are displayed on a row ?" - yep

    "And concerning the control of section by columns and rows, could you give an example of how user would define it in their monobehaviour ?" - so basically a command combining the Horizontal and Vertical and dictating how many fields would display on the horizontal before it drops a line - maybe almost like a table API?
     
  35. Korindian

    Korindian

    Joined:
    Jun 25, 2013
    Posts:
    584
    Quick question along the lines of button min width. There are certain buttons I'd like to have with only one or two letters for abbreviation so I can fit more width-wise in the default inspector window width. However, it seems that there is a minimum button width, which makes it so that a button with 3 letters on it is the same width as a button width 1 letter. Is it possible to make the button minimum width to 1 character? Unless there is a reason you're keeping a minimum button width, or Unity itself has a minimum width for a button.
     
  36. Korindian

    Korindian

    Joined:
    Jun 25, 2013
    Posts:
    584
    Also, is it possible to have a reorderable list within a reorderable list? When I use InlineClassRenderer in this situation, nothing is shown in the inspector.
     
  37. tgouala-wellfiredLtd

    tgouala-wellfiredLtd

    Joined:
    Jun 8, 2013
    Posts:
    99
    Hi Korindian,

    I will have a look at it and fix it in a minor update. I have to admit that using Unity automatic inspector layout makes the result unexpected from time to time. Hopefully, it should not be complicated to fix it.
     
    Korindian likes this.
  38. tgouala-wellfiredLtd

    tgouala-wellfiredLtd

    Joined:
    Jun 8, 2013
    Posts:
    99
    Hi Korindian,

    It is not supported but not for long.

    Easy Editor 2.0 which will be released in the next few weeks (and in one or two days for the lucky people who contacted me through the support mail egnare.studio@gmail.com) will propose a workaround which is even more convenient than reorderable list inside reorderable list. Wait for it !

    Big thanks to @Duffer123 and @TonanBora for their ideas and enthusiasm they put in this new feature.
     
    Korindian likes this.
  39. LampRabbit

    LampRabbit

    Joined:
    Jan 31, 2013
    Posts:
    29
    Hi,

    Do you know if/how this works with Playmaker?
     
  40. tgouala-wellfiredLtd

    tgouala-wellfiredLtd

    Joined:
    Jun 8, 2013
    Posts:
    99
    Hi,

    Easy Editor is just a tool to revamp your own scripts interface in the inspector panel to make operations in the editor faster. It is not related to your game logic so it can play along with PlayMaker who has its own set of windows and tools.

    If for example you want to quickly try some functions that requires a lot of complex operation in the game before to reach these functions, you can simply add [Inspector] on top of your function and a button will appear in the inspector in order to trigger it while the game is running (or even when the game is not running).

    This is one of the very basic feature, but there is many more that can help to make you more productive in Unity.
     
  41. Dean-Kuai

    Dean-Kuai

    Joined:
    Jun 17, 2013
    Posts:
    24
    Hi @zhoufei ,

    It seems that Button does not work in inline mode, is that possible to make it work?
     
  42. tgouala-wellfiredLtd

    tgouala-wellfiredLtd

    Joined:
    Jun 8, 2013
    Posts:
    99
    Hi @Dean-Kuai,

    This is a regression of the tool after an update. This should be supported. Actually, it is very easy to put it back, but it is not that easy to support multi-object editing for this one. If you contact me by mail I can provide to you a version that support it but not with multi-object editing. I will work on a multi-object editing version in the coming days.

    Thanks for pointing it out !
     
  43. Dean-Kuai

    Dean-Kuai

    Joined:
    Jun 17, 2013
    Posts:
    24
    @zhoufei ,
    I've sent you a email, please check it, thanks.

    Here's another suggestion. I use Easy Editor to implement fake interface support in inspector, for example:

    Code (CSharp):
    1. [Message(text = "IExample must be assigned.", messageType = MessageType.Error, method = "IsNotIExample")]
    2. [SerializeField]
    3. private MonoBehaviour component;
    4.  
    5. [Message(text = "IExample can be optionally assigned.", messageType = MessageType.Error, method = "GameObjectHasNoIExample")]
    6. [SerializeField]
    7. private GameObject go;
    8.  
    9. [Message(text = "IExample can be optionally assigned.", messageType = MessageType.Error, method = "TransformHasNoIExample")]
    10. [SerializeField]
    11. private Transform xform;
    12.  
    13.  
    14. private bool IsNotIExample()
    15. {
    16.     if (component == null)
    17.     {
    18.         Debug.LogError(...);
    19.         return false;
    20.     }
    21.  
    22.     if (!(component is IExample))
    23.     {
    24.         Debug.LogError(...);
    25.         return false;
    26.     }
    27.  
    28.     return true;
    29. }
    30.  
    31. private bool GameObjectHasNoIExample()
    32. {
    33.     if (go != null && !(go is IExample))
    34.     {
    35.         Debug.LogError(...);
    36.         return false;
    37.     }
    38.  
    39.     return true;
    40. }
    41.  
    42. private bool TransformHasNoIExample()
    43. {
    44.     ...
    45. }
    It would be great if it can be done this way:
    Code (CSharp):
    1. [Interface("IExample", AssignType.Must)]
    2. [SerializeField]
    3. private MonoBehaviour component;
    4.  
    5. [Interface("IExample", AssignType.Optional)]
    6. [SerializeField]
    7. private GameObject go;
    8.  
    9. [Interface("IExample", AssignType.Optional)]
    10. [SerializeField]
    11. private Transform xform;
    12.  
    13. // or
    14. [Interface("IExample")]
    15. [NotNull]
    16. [SerializeField]
    17. private MonoBehaviour component;
    18.  
     
    Last edited: Jan 11, 2017
  44. Duffer123

    Duffer123

    Joined:
    May 24, 2015
    Posts:
    1,215
    @zhoufei ,

    Firstly, thank you so much for continuing to advance and develop this fantastic plugin. Really like v2.2 and it has opened up even more possibilities I think with scriptable object databases for the RPG I am always trying to develop... ;)

    Some further ideas have occurred to me which are a bit unrelated to the latest developments but I think would add real value to the asset.

    Firstly, with enum mask functionality, even with long values, you are stuck with 64 potential dropdowns. Any chance of intergrating a version with Bitmap Arrays to allow for limitless flags/dropdowns?

    Secondly, how about an attribute which converts either the above or standard enum mask flags in to a selection of buttons you switch on and off (I have seen some lesser offerings on this on the Asset store).

    Finally, and totally different idea, how about Animation Curves. They are enormously useful, and not just for animations. If you could add some functionality and the AnimationCurve UI to such fields, this would be great. I've seen Animation Curves being used very effectively for Skill/Progression/Levelling systems. (Launching Unity's Animation Window) The time/? runs on a 0.0 to 1.0 basis and you can add 'keyframes' - but I wonder if with appropriate attributes this could be altered (ie. 1.0 to 100.0 etc)? Or displayed differently? The AnimationCurve allows for more than one curve on the one UI. etc. etc. Check out this YouTube link to get where I am coming from:-



    Food for thought.

    Keep up the great work!
     
    Last edited: Jan 19, 2017
  45. rsodre

    rsodre

    Joined:
    May 9, 2012
    Posts:
    229
    Hey!
    When will the documentation be updated to the latest version?
    I don't see anything about reorderable list events.

    Can you give some quick example on how to use it?
    I need to call the default constructor after an item is inserted to a reorderable list.
    I see that you erase the new object, and it goes against the default Unity behaviour when insetting a new item. I understand erasing is usually better than copying the last one, but that should be an option: Erase, Copy, New (call default Constructor)
     
    Last edited: Jan 19, 2017
  46. rsodre

    rsodre

    Joined:
    May 9, 2012
    Posts:
    229
    I forgot to look in the examples, and found ListenListEvent.

    But I'll keep the suggestion for insert behaviour.
    Calling default constructor makes much more sense than erasing the new object.
     
  47. doougles

    doougles

    Joined:
    Mar 30, 2015
    Posts:
    12
    Hey, just started to play around with this plugin! Some questions/comments:

    1. Is there an easy way to change the path where the created scripts are placed? (My ResourcesLocation is the default one, but I'd rather the resulting .cs files be placed elsewhere)

    2. This is probably custom editor stuff I haven't played with in Unity yet, but - is there an easy way to change the lists to not show "Element 1" (etc) for custom classes?

    3. I know you've already mentioned that inline rendering isn't currently possible for custom classes in a list, but if it were possible to add, that would be a huge feature. Your handy attributes are so much easier to use than making a custom Unity editor!
     
  48. doougles

    doougles

    Joined:
    Mar 30, 2015
    Posts:
    12
    Follow-up:

    1. Would love to be able to put a comment *above* a parameter
    2. Is there any way to get tooltips working on Lists? (like, a list itself)
     
  49. rsodre

    rsodre

    Joined:
    May 9, 2012
    Posts:
    229
    I'm getting a lot of errors like this on Unity 5.6 beta7
    No idea which component is generating those, and haven't seen anything wrong on the Inspector yet.

     
  50. Duffer123

    Duffer123

    Joined:
    May 24, 2015
    Posts:
    1,215
    @zhoufei ,

    Hi there. There is another little asset on the store called something like Enum Flags - it allows you to have enums or enum mask as buttons and you can assign colour of buttons and number of buttons on the horizontal as well.

    Unfortunately, it is not at all compatible with Easy Editor.

    Any chance you could implement something similar to that with Easy Editor?

    The other thing that would be good is if you could have an [AudioClip] attribute allowing you to preview and play Audioclips.

    Another one would be [AnimationCurve] which would allow you to then edit an Animation Curve.

    Finally, a [Model] and/or [Mesh] which would give you a larger square image of the Mesh in a Gameobject (if GO) or Mesh...?

    But mainly, I'd love to see horizontal (to a point) buttons for enums and mask enums?