Drawer Attributes - soraphis/NaughtyAttributes GitHub Wiki

Provide special draw options to serialized fields. A field can have only one DrawerAttribute. If a field has more than one, only the bottom one will be used.

Slider

The same as Unity's Range attribute. There is no difference between the two, you can use whatever you like, I just wanted to support a custom slider attribute.

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MinMaxSlider

A double slider. The min value is saved to the X property, and the max value is saved to the Y property of a Vector2 field.

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ReorderableList

Provides array type fields with an interface for easy reordering of elements.

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Button

A method can be marked as a button. A button appears in the inspector and executes the method if clicked. Works both with instance and static methods.

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Dropdown

Provides an interface for dropdown value selection.

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ResizableTextArea

A resizable text area where you can see the whole text. Unlike Unity's Multiline and TextArea attributes where you can see only 3 rows of a given text, and in order to see it or modify it you have to manually scroll down to the desired row.

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ShowNonSerializedField

Shows non-serialized fields in the inspector. All non-serialized fields are displayed at the bottom of the inspector before the method buttons. Keep in mind that if you change a non-static non-serialized field in the code - the value in the inspector will be updated after you press Play in the editor. There is no such issue with static non-serialized fields because their values are updated at compile time. It supports only certain types (bool, int, long, float, double, string, Vector2, Vector3, Vector4, Color, Bounds, Rect, UnityEngine.Object).

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ShowNativeProperty

Shows native C# properties in the inspector. All native properties are displayed at the bottom of the inspector after the non-serialized fields and before the method buttons. It supports only certain types (bool, int, long, float, double, string, Vector2, Vector3, Vector4, Color, Bounds, Rect, UnityEngine.Object).

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ReadOnly

Makes a field read only.

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EnableIf / DisableIf

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You can have more than one condition.

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ShowAssetPreview

Shows the texture preview of a given asset (Sprite, Prefab...)

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ProgressBar

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Label

Override default field label

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Tag

Enable Tag selection with string field

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DrawCondition Attributes

Can be used to specify when a given serialized field is visible, and when not. A field can have only one DrawConditionAttribute.

ShowIf / HideIf

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You can have more than one condition.

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Group Attributes

Serialized fields can be grouped in different groups. A field can have only one GroupAttribute. If a field has more than one, only the bottom one will be used.

BoxGroup

Surrounds grouped fields with a box.

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Validator Attributes

Used for validating the fields. A field can have infinite number of validator attributes.

MinValue / MaxValue

Clamps integer and float fields.

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Required

Used to remind the developer that a given reference type field is required.

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ValidateInput

The most powerful ValidatorAttribute.

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Meta Attributes

Give the fields meta data. A field can have infinite number of meta attributes.

InfoBox

Used for providing additional information.

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OnValueChanged

Detects a value change and executes a callback. Keep in mind that the event is detected only when the value is changed from the inspector. If you want a runtime event, you should probably use an event/delegate and subscribe to it.

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How to create your own attributes

Lets say you want to implement your own [ReadOnly] attribute.

First you have to create a ReadOnlyAttribute class

[AttributeUsage(AttributeTargets.Field, AllowMultiple = false, Inherited = true)]
public class ReadOnlyAttribute : DrawerAttribute
{
}

Then you need to create a drawer for that attribute

[PropertyDrawer(typeof(ReadOnlyAttribute))]
public class ReadOnlyPropertyDrawer : PropertyDrawer
{
	public override void DrawProperty(SerializedProperty property)
	{
		GUI.enabled = false;
		EditorGUILayout.PropertyField(property, true);
		GUI.enabled = true;
	}
}

Last, in order for the editor to recognize the drawer for this attribute, you have to press the Tools/NaughtyAttributes/Update Attributes Database menu item in the editor.

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