Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Simply doesn't work for me, bummer #1

Open
edwonedwon opened this issue Nov 20, 2018 · 11 comments
Open

Simply doesn't work for me, bummer #1

edwonedwon opened this issue Nov 20, 2018 · 11 comments

Comments

@edwonedwon
Copy link

was excited to use this, doesn't do anything tho, using as referenced in the readme

I'm using Unity 2018.2.15f1

@PixeyeHQ
Copy link
Owner

HI! I didn't tested it with Unity 2018.2.15f1 . Also if you have any other unity inspector editing scripts it may not work.

@Nesh108
Copy link

Nesh108 commented Nov 26, 2018

Same problem here.

I went through the code and it seems that any component with already an Editor script are simply skipped.
Would there be a way to trigger the Foldout behaviour from within the custom editor script?
This little tool looks amazing but it is way too restrictive if I can't use it together with a simple button.

@Roritamashi
Copy link

put
[Homebrew.Foldout("Test")]
intead
[Foldout("Test")]

@Nesh108
Copy link

Nesh108 commented Feb 4, 2019

@Roritamashi how about using the foldout in a custom inspector? Is that possible?

@Roritamashi
Copy link

Roritamashi commented Feb 4, 2019

@Nesh108 i dind't tested it on a custom inspector but it may be work or not?

@Nesh108
Copy link

Nesh108 commented Feb 4, 2019

@Roritamashi it would be nice to have the following (it might already work but I couldn't myself):

  • Have a script with a custom editor and Foldout work on the variables in the default inspector
  • Being able to call up the Foldout within a custom editor script and use it with custom fields

Is that doable?

@Roritamashi
Copy link

@Nesh108 i think you need to add the new inspector fields on the script, im i have no idea how to do that sorry

@Nesh108
Copy link

Nesh108 commented Feb 4, 2019

Too bad :(

@Roritamashi
Copy link

send a PM to the creator to talk with him?

@arvz
Copy link

arvz commented Jan 6, 2021

I have other custom editors that target UnityEngine.Object, which conflicts with this one, so only one or the other can work at any one time. Without rewriting both this and the other one in major ways so they work together, was wondering if you can think of any ways to combine both functionality?

Only thing I can think of is to rewrite it so both this and the other one handles only the SerializedProperty that it needs to, and let the other one handle other properties. But both this and the other editor are designed to draw the entire object, not just individual properties so it's a lot of work to rewrite them

@haywirephoenix
Copy link

#14 (comment)

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

6 participants