Version: 2017.4
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

EditorGUILayout.PropertyField

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static method PropertyField(property: SerializedProperty, params options: GUILayoutOption[]): bool;
public static bool PropertyField(SerializedProperty property, params GUILayoutOption[] options);
public static method PropertyField(property: SerializedProperty, label: GUIContent, params options: GUILayoutOption[]): bool;
public static bool PropertyField(SerializedProperty property, GUIContent label, params GUILayoutOption[] options);
public static method PropertyField(property: SerializedProperty, includeChildren: bool, params options: GUILayoutOption[]): bool;
public static bool PropertyField(SerializedProperty property, bool includeChildren, params GUILayoutOption[] options);
public static method PropertyField(property: SerializedProperty, label: GUIContent, includeChildren: bool, params options: GUILayoutOption[]): bool;
public static bool PropertyField(SerializedProperty property, GUIContent label, bool includeChildren, params GUILayoutOption[] options);

Parameters

propertyThe SerializedProperty to make a field for.
labelOptional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all.
includeChildrenIf true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it).
optionsAn optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.

Returns

bool True if the property has children and is expanded and includeChildren was set to false; otherwise false.

Description

Make a field for SerializedProperty.

Use this when you want to customise the look of the options for a GameObject in the Inspector. Use this to create fields for Serialized Properties. More information on changing the Editor is available in the Editor section.

See Also: SerializedProperty, SerializedObject.

no example available in JavaScript
//The scripts below show how to use a propertyField to change your editor.
//Attach this first script to the GameObject that you would like to control. Add code in this script for any of the actions you require.

using UnityEngine;

public class MyGameObjectScript : MonoBehaviour { public int m_MyInt = 75; public Vector3 m_MyVector = new Vector3(20, 1, 0); public GameObject m_MyGameObject; }
no example available in JavaScript
//This next script shows how to call upon variables from the "MyGameObject" Script (the first script) to make custom fields in the Inspector for these variables.

using UnityEngine; using UnityEditor;

// Custom Editor using SerializedProperties. // Automatic handling of multi-object editing, undo, and prefab overrides. [CustomEditor(typeof(MyGameObjectScript))] [CanEditMultipleObjects] public class EditorGUILayoutPropertyField : Editor { SerializedProperty m_IntProp; SerializedProperty m_VectorProp; SerializedProperty m_GameObjectProp;

void OnEnable() { // Fetch the objects from the GameObject script to display in the inspector m_IntProp = serializedObject.FindProperty("m_MyInt"); m_VectorProp = serializedObject.FindProperty("m_MyVector"); m_GameObjectProp = serializedObject.FindProperty("m_MyGameObject"); }

public override void OnInspectorGUI() { //The variables and GameObject from the MyGameObject script are displayed in the Inspector with appropriate labels EditorGUILayout.PropertyField(m_IntProp, new GUIContent("Int Field"), GUILayout.Height(20)); EditorGUILayout.PropertyField(m_VectorProp, new GUIContent("Vector Object")); EditorGUILayout.PropertyField(m_GameObjectProp, new GUIContent("Game Object"));

// Apply changes to the serializedProperty - always do this at the end of OnInspectorGUI. serializedObject.ApplyModifiedProperties(); } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961