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@ProGM
Last active April 25, 2023 07:45
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A Unity Editor extension to generate draggable points for vector3 serialized attributes.
using System;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
public class DraggablePoint : PropertyAttribute {}
#if UNITY_EDITOR
[CustomEditor(typeof(MonoBehaviour), true)]
public class DraggablePointDrawer : Editor {
readonly GUIStyle style = new GUIStyle();
void OnEnable(){
style.fontStyle = FontStyle.Bold;
style.normal.textColor = Color.white;
}
public void OnSceneGUI () {
var property = serializedObject.GetIterator ();
while (property.Next (true)) {
if (property.propertyType == SerializedPropertyType.Vector3) {
var field = serializedObject.targetObject.GetType ().GetField (property.name);
if (field == null) {
continue;
}
var draggablePoints = field.GetCustomAttributes (typeof(DraggablePoint), false);
if (draggablePoints.Length > 0) {
Handles.Label(property.vector3Value, property.name);
property.vector3Value = Handles.PositionHandle (property.vector3Value, Quaternion.identity);
serializedObject.ApplyModifiedProperties ();
}
}
}
}
}
#endif
using UnityEngine;
using System.Collections;
public class ExampleBehavior : MonoBehaviour {
[DraggablePoint] public Vector3 SpawnPosition;
public GameObject SpawnableObject;
public void Spawn() {
Instantiate(SpawnableObject, SpawnPosition, Quaternion.identity);
}
}
@CellCyphon
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I realise I'm replying a year and a half later, but I'm trying to adapt this to be able to edit Vector3 arrays in scriptable objects. I'm using SOs to generate spawn points for a mobile game and being able to edit them quickly in the scene view would be useful, rather than doing so in the inspector.

I'm assuming I need to use the OnOpenAsset to access assets as opposed to game objects but I keep hitting brick walls. Anybody managed to do this?

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