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Read Only Attribute for Unity (just mark stuff as [ReadOnly] the same way you would use [HideInInspector])
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using UnityEngine; | |
using System; | |
using System.Reflection; | |
using System.Text.RegularExpressions; | |
[AttributeUsage (AttributeTargets.Field,Inherited = true)] | |
public class ReadOnlyAttribute : PropertyAttribute {} | |
#if UNITY_EDITOR | |
[UnityEditor.CustomPropertyDrawer (typeof(ReadOnlyAttribute))] | |
public class ReadOnlyAttributeDrawer : UnityEditor.PropertyDrawer | |
{ | |
public override void OnGUI(Rect rect, UnityEditor.SerializedProperty prop, GUIContent label) | |
{ | |
bool wasEnabled = GUI.enabled; | |
GUI.enabled = false; | |
UnityEditor.EditorGUI.PropertyField(rect,prop); | |
GUI.enabled = wasEnabled; | |
} | |
} | |
#endif |
Hi, what's the license of ReadOnlyAttribute.cs?
Can I use it in a BSD-3 clause project?
Thanks, Nicolò
Unfortunately it doesn't fully work for Lists:
[ReadOnly] public List<int> test = new List<int>(){ 1,2,3};
The most "dangerous" value to change is till available.
And it especially doesn't work for nested elements:
where the elements are of type
[Serializable]
public class TestClass
{
public int num;
public string text;
}
[ReadOnly] public List<TestClass> test = new List<TestClass>(){
new TestClass(),
new TestClass{num = 2, text = "Hi"},
new TestClass{num = 3, text = "asd"}
};
also if it is not in a list like
[ReadOnly] public TestClass test = new TestClass();
Unfortunately it doesn't fully work for Lists:
[ReadOnly] public List<int> test = new List<int>(){ 1,2,3};
The most "dangerous" value to change is till available.
And it especially doesn't work for nested elements:
where the elements are of type
[Serializable] public class TestClass { public int num; public string text; } [ReadOnly] public List<TestClass> test = new List<TestClass>(){ new TestClass(), new TestClass{num = 2, text = "Hi"}, new TestClass{num = 3, text = "asd"} };
also if it is not in a list like
[ReadOnly] public TestClass test = new TestClass();
A few years later but I solved this issue by replacing
- UnityEditor.EditorGUI.PropertyField(rect,prop);
with: - EditorGUILayout.PropertyField(property, label, true);
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UnityEditor.EditorGUI.PropertyField(rect,prop, true); //to include children