Legacy Documentation: Version 5.5
LanguageEnglish
  • C#
  • JS

Script language

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

PropertyScope

class in UnityEditor

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

Description

Create a Property wrapper, useful for making regular GUI controls work with SerializedProperty.

Most EditorGUI and EditorGUILayout GUI controls already have overloads that work with SerializedProperty. However, for GUI controls that don't handle SerializedProperty you can wrap them inside BeginProperty and EndProperty as shown in the example below. You can use this for your own custom GUI controls too.

BeginProperty and EndProperty automatically handle default labels, bold font for prefab overrides, revert to prefab right click menu, and setting showMixedValue to true if the values of the property are different when multi-object editing.

#pragma strict
// A slider function that takes a SerializedProperty
function Slider(position: Rect, prop: SerializedProperty, leftValue: float, rightValue: float, label: GUIContent) {
	var scope: var = new EditorGUI.PropertyScope(position, label, prop);
	 {
		label = scope.content;
		EditorGUI.BeginChangeCheck();
		var newValue: var = EditorGUI.Slider(position, label, prop.floatValue, leftValue, rightValue);
		// even when the user didn't touch the control.
		if (EditorGUI.EndChangeCheck())
			prop.floatValue = newValue;
	}
}
class ExampleClass {
  	// A slider function that takes a SerializedProperty
	void Slider (Rect position, SerializedProperty prop, float leftValue, float rightValue, GUIContent label) {
		using (var scope = new EditorGUI.PropertyScope (position, label, prop)) {
			label = scope.content;
			EditorGUI.BeginChangeCheck ();
			var newValue = EditorGUI.Slider (position, label, prop.floatValue, leftValue, rightValue);
			// Only assign the value back if it was actually changed by the user.
			// Otherwise a single value will be assigned to all objects when multi-object editing,
			// even when the user didn't touch the control.
			if (EditorGUI.EndChangeCheck ())
				prop.floatValue = newValue;
		}
	}
}

See Also: BeginProperty.

Variables

contentThe actual label to use for the control.

Constructors

EditorGUI.PropertyScopeCreate a new PropertyScope and begin the corresponding property.
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