Version: Unity 6 Beta (6000.0)
LanguageEnglish
  • C#

EditorGUILayout.PropertyField

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Declaration

public static bool PropertyField(SerializedProperty property, params GUILayoutOption[] options);

Declaration

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

Declaration

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

Declaration

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

Parameters

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

Returns

bool True if the property has children, is expanded, and includeChildren is set to false; otherwise false. You can use it to determine the isExpanded state of the property and customize the rendering of children if necessary.

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.

Additional resources: SerializedProperty, SerializedObject.

//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; }
//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(); } }
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