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Unity Engine


CreateEditor

Make a custom editor for targetObject or targetObjects.
Read time 3 minutesLast updated 4 days ago

Definition

  • Type: Method
  • Namespace: UnityEditor
  • Assembly: UnityEditor

CreateEditor(Object, Type)

Make a custom editor for targetObject or targetObjects.
public static Editor CreateEditor(Object targetObject, Type editorType)

Parameters

targetObject


editorType

Returns

Type

Description

Editor

Remarks

By default, an appropriate editor with a matching CustomEditor attribute is created. If an editorType is specified, an editor of that type is created instead. Use this if you have created multiple custom editors, and each editor shows different properties of the object. Returns NULL if objects are of different types or if no approprate editor was found. Editors created using this function have to be destroyed explicitly, using either Object.Destroy or Object.DestroyImmediate.
Consider a script WaypointPathEditor for editing the Transforms of a wayPoint array.
using UnityEditor; using UnityEngine; using System.Collections; [CustomEditor(typeof(WaypointPath))] public class WaypointPathEditor : Editor { Editor currentTransformEditor; Transform selectedTransform; string[] optionsList; int index = 0; WaypointPath myWayPath; void GetWaypoints() { myWayPath = target as WaypointPath; if (myWayPath.wayPointArray != null) { optionsList = new string[myWayPath.wayPointArray.Length]; for (int i = 0; i < optionsList.Length; i++) { Transform wayPoint = myWayPath.wayPointArray[i]; if (wayPoint != null) optionsList[i] = wayPoint.name; else optionsList[i] = $"Empty waypoint {(i + 1)}"; } } } public override void OnInspectorGUI() { GetWaypoints (); DrawDefaultInspector (); EditorGUILayout.Space (); EditorGUI.BeginChangeCheck (); if (optionsList != null) index = EditorGUILayout.Popup ("Select Waypoint", index, optionsList); if (EditorGUI.EndChangeCheck()) { Editor tmpEditor = null; if (index < myWayPath.wayPointArray.Length) { selectedTransform = myWayPath.wayPointArray[index]; //Creates an Editor for selected Component from a Popup tmpEditor = Editor.CreateEditor(selectedTransform); } else { selectedTransform = null; } // If there isn't a Transform currently selected then destroy the existing editor if (currentTransformEditor != null) { DestroyImmediate (currentTransformEditor); } currentTransformEditor = tmpEditor; } // Shows the created Editor beneath CustomEditor if (currentTransformEditor != null && selectedTransform != null) { currentTransformEditor.OnInspectorGUI (); } } }
The script attached to a waypath GameObject:
using UnityEngine; using System.Collections; // Note: this is not an editor script. public class WaypointPath : MonoBehaviour { public Transform[] wayPointArray; }

CreateEditor(Object[], Type)

Make a custom editor for targetObject or targetObjects.
public static Editor CreateEditor(Object[] targetObjects, Type editorType)

Parameters

targetObjects


editorType

Returns

Type

Description

Editor

Remarks

By default, an appropriate editor with a matching CustomEditor attribute is created. If an editorType is specified, an editor of that type is created instead. Use this if you have created multiple custom editors, and each editor shows different properties of the object. Returns NULL if objects are of different types or if no approprate editor was found. Editors created using this function have to be destroyed explicitly, using either Object.Destroy or Object.DestroyImmediate.
Consider a script WaypointPathEditor for editing the Transforms of a wayPoint array.
using UnityEditor; using UnityEngine; using System.Collections; [CustomEditor(typeof(WaypointPath))] public class WaypointPathEditor : Editor { Editor currentTransformEditor; Transform selectedTransform; string[] optionsList; int index = 0; WaypointPath myWayPath; void GetWaypoints() { myWayPath = target as WaypointPath; if (myWayPath.wayPointArray != null) { optionsList = new string[myWayPath.wayPointArray.Length]; for (int i = 0; i < optionsList.Length; i++) { Transform wayPoint = myWayPath.wayPointArray[i]; if (wayPoint != null) optionsList[i] = wayPoint.name; else optionsList[i] = $"Empty waypoint {(i + 1)}"; } } } public override void OnInspectorGUI() { GetWaypoints (); DrawDefaultInspector (); EditorGUILayout.Space (); EditorGUI.BeginChangeCheck (); if (optionsList != null) index = EditorGUILayout.Popup ("Select Waypoint", index, optionsList); if (EditorGUI.EndChangeCheck()) { Editor tmpEditor = null; if (index < myWayPath.wayPointArray.Length) { selectedTransform = myWayPath.wayPointArray[index]; //Creates an Editor for selected Component from a Popup tmpEditor = Editor.CreateEditor(selectedTransform); } else { selectedTransform = null; } // If there isn't a Transform currently selected then destroy the existing editor if (currentTransformEditor != null) { DestroyImmediate (currentTransformEditor); } currentTransformEditor = tmpEditor; } // Shows the created Editor beneath CustomEditor if (currentTransformEditor != null && selectedTransform != null) { currentTransformEditor.OnInspectorGUI (); } } }
The script attached to a waypath GameObject:
using UnityEngine; using System.Collections; // Note: this is not an editor script. public class WaypointPath : MonoBehaviour { public Transform[] wayPointArray; }