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Base class to derive custom Editors from. Use this to create your own custom inspectors and editors for your objects.
Note: This is an editor class. To use it you have to place your script in Assets/Editor inside your project folder. Editor classes are in the UnityEditor namespace so for C# scripts you need to add "using UnityEditor;" at the beginning of the script.
You can attach the Editor to a custom component by using the CustomEditor attribute.
JavaScript Example:
| target |
The object being inspected. |
| DrawDefaultInspector |
Draw the built-in inspector. |
| OnInspectorGUI |
Implement this function to make a custom inspector. |
| Repaint |
Repaint any inspectors that shows this editor. |
| HasPreviewGUI |
Override this method in subclasses if you implement OnPreviewGUI. |
| OnPreviewGUI |
Implement this method in a subclass if you want to have a preview field in the inspector. |
| OnPreviewSettings |
Override this method if you want to show custom controls in the preview header. |
| GetInfoString |
Implement this method to show asset information on top of the asset preview. |
| OnSceneGUI |
Lets the Editor handle an event in the scene view. |
| name |
The name of the object. |
| hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? |
| GetInstanceID |
Returns the instance id of the object. |
| ToString |
Returns the name of the game object. |
| OnEnable |
This function is called when the object is loaded |
| OnDisable |
This function is called when the scriptable object goes out of scope |
| OnDestroy |
This function is called when the scriptable object will be destroyed. |
| CreateInstance |
Creates an instance of a scriptable object with className. |
| CreateInstance.<T> |
Creates an instance of a scriptable object with T. |
| operator bool |
Does the object exist? |
| Instantiate |
Clones the object original and returns the clone. |
| Instantiate.<T> |
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| Destroy |
Removes a gameobject, component or asset. |
| DestroyImmediate |
Destroys the object obj immediately. It is strongly recommended to use Destroy instead. |
| FindObjectsOfType |
Returns a list of all active loaded objects of Type type. |
| FindObjectOfType |
Returns the first active loaded object of Type type. |
| operator == |
Compares if two objects refer to the same |
| operator != |
Compares if two objects refer to a different object |
| DontDestroyOnLoad |
Makes the object target not be destroyed automatically when loading a new scene. |