NaughtyAttributes expands the range of attributes that the Unity Inspector provides so that you can create powerful inspectors without the need of custom editors or property drawers. It also provides attributes that can be applied to non-serialized fields or functions.
Most of the attributes are implemented using Unity's CustomPropertyDrawer
, so they will work in your custom editors.
The attributes that won't work in your custom editors are the meta attributes and some drawer attributes such as
ReorderableList
, Button
, ShowNonSerializedField
and ShowNativeProperty
.
If you want all of the attributes to work in your custom editors, however, you must inherit from NaughtyInspector
and use the NaughtyEditorGUI.PropertyField_Layout
function instead of EditorGUILayout.PropertyField
.
Unity 2019.4 or later versions. Don't forget to include the NaughtyAttributes namespace.
-
Clone this repo directly into your Packages folder.
-
The package is available on the openupm registry. You can install it via openupm-cli.
openupm add com.dbrizov.naughtyattributes
- You can also install via git url by adding this entry in your manifest.json
"com.dbrizov.naughtyattributes": "https://github.com/dbrizov/NaughtyAttributes.git#upm"
- You can also download it from the Asset Store
Some more docs that should be merged into this readme: https://dbrizov.github.io/na-docs/attributes/drawer_attributes/index.html
This attribute must be used in some cases when you want meta attributes to work inside serializable nested structs or classes.
public class NaughtyComponent : MonoBehaviour
{
public MyStruct myStruct;
}
[System.Serializable]
public struct MyStruct
{
public bool enableFlag;
[EnableIf("enableFlag")]
[AllowNesting] // Because it's nested we need to explicitly allow nesting
public int integer;
}
Note
The
AllowNesting
attribute is actually a drawer attribute. You can think of it as aDefaultDrawer
attribute. All it does is draw the serialized field with its default drawer. This is a bit of a hack you see. The system is implemented in such a way that before a drawer'sOnGUI
function is called it applies the meta and validator attributes. In order to trigger this behavoir we need some kind of a drawer. TheAllowNesting
is that drawer. If for you are combining :ref:label-enable-disable-if
with :ref:label-min-max-slider
for instance, you don't have to put theAllowNesting
attribute, because you already marked the serialized field with theMinMaxSlider
drawer.
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.
Select an Animator paramater via dropdown interface.
public class NaughtyComponent : MonoBehaviour
{
public Animator someAnimator;
[AnimatorParam("someAnimator")]
public int paramHash;
[AnimatorParam("someAnimator")]
public string paramName;
}
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.
public class NaughtyComponent : MonoBehaviour
{
[Button]
private void MethodOne() { }
[Button("Button Text")]
private void MethodTwo() { }
}
Set bounds and modify curve color for AnimationCurves
public class NaughtyComponent : MonoBehaviour
{
[CurveRange(-1, -1, 1, 1)]
public AnimationCurve curve;
[CurveRange(EColor.Orange)]
public AnimationCurve curve1;
[CurveRange(0, 0, 5, 5, EColor.Red)]
public AnimationCurve curve2;
}
Provides an interface for dropdown value selection.
public class NaughtyComponent : MonoBehaviour
{
[Dropdown("intValues")]
public int intValue;
[Dropdown("StringValues")]
public string stringValue;
[Dropdown("GetVectorValues")]
public Vector3 vectorValue;
private int[] intValues = new int[] { 1, 2, 3, 4, 5 };
private List<string> StringValues { get { return new List<string>() { "A", "B", "C", "D", "E" }; } }
private DropdownList<Vector3> GetVectorValues()
{
return new DropdownList<Vector3>()
{
{ "Right", Vector3.right },
{ "Left", Vector3.left },
{ "Up", Vector3.up },
{ "Down", Vector3.down },
{ "Forward", Vector3.forward },
{ "Back", Vector3.back }
};
}
}
Provides dropdown interface for setting enum flags.
public enum Direction
{
None = 0,
Right = 1 << 0,
Left = 1 << 1,
Up = 1 << 2,
Down = 1 << 3
}
public class NaughtyComponent : MonoBehaviour
{
[EnumFlags]
public Direction flags;
}
Make scriptable objects expandable.
public class NaughtyComponent : MonoBehaviour
{
[Expandable]
public ScriptableObject scriptableObject;
}
public class NaughtyComponent : MonoBehaviour
{
[HorizontalLine(color: EColor.Red)]
public int red;
[HorizontalLine(color: EColor.Green)]
public int green;
[HorizontalLine(color: EColor.Blue)]
public int blue;
}
Used for providing additional information.
public class NaughtyComponent : MonoBehaviour
{
[InfoBox("This is my int", EInfoBoxType.Normal)]
public int myInt;
[InfoBox("This is my float", EInfoBoxType.Warning)]
public float myFloat;
[InfoBox("This is my vector", EInfoBoxType.Error)]
public Vector3 myVector;
}
Select an input axis via dropdown interface.
public class NaughtyComponent : MonoBehaviour
{
[InputAxis]
public string inputAxis;
}
Select a layer via dropdown interface.
public class NaughtyComponent : MonoBehaviour
{
[Layer]
public string layerName;
[Layer]
public int layerIndex;
}
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.
public class NaughtyComponent : MonoBehaviour
{
[MinMaxSlider(0.0f, 100.0f)]
public Vector2 minMaxSlider;
}
public class NaughtyComponent : MonoBehaviour
{
[ProgressBar("Health", 300, EColor.Red)]
public int health = 250;
[ProgressBar("Mana", 100, EColor.Blue)]
public int mana = 25;
[ProgressBar("Stamina", 200, EColor.Green)]
public int stamina = 150;
}
Provides array type fields with an interface for easy reordering of elements.
public class NaughtyComponent : MonoBehaviour
{
[ReorderableList]
public int[] intArray;
[ReorderableList]
public List<float> floatArray;
}
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.
public class NaughtyComponent : MonoBehaviour
{
[ResizableTextArea]
public string resizableTextArea;
}
Select a scene from the build settings via dropdown interface.
public class NaughtyComponent : MonoBehaviour
{
[Scene]
public string bootScene; // scene name
[Scene]
public int tutorialScene; // scene index
}
Shows the texture preview of a given asset (Sprite, Prefab...).
public class NaughtyComponent : MonoBehaviour
{
[ShowAssetPreview]
public Sprite sprite;
[ShowAssetPreview(128, 128)]
public GameObject prefab;
}
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).
public class NaughtyComponent : MonoBehaviour
{
public List<Transform> transforms;
[ShowNativeProperty]
public int TransformsCount => transforms.Count;
}
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).
public class NaughtyComponent : MonoBehaviour
{
[ShowNonSerializedField]
private int myInt = 10;
[ShowNonSerializedField]
private const float PI = 3.14159f;
[ShowNonSerializedField]
private static readonly Vector3 CONST_VECTOR = Vector3.one;
}
Select a sorting layer via dropdown interface.
public class NaughtyComponent : MonoBehaviour
{
[SortingLayer]
public string layerName;
[SortingLayer]
public int layerId;
}
Select a tag via dropdown interface.
public class NaughtyComponent : MonoBehaviour
{
[Tag]
public string tagField;
}
Give the fields meta data. A field can have more than one meta attributes.
Surrounds grouped fields with a box.
public class NaughtyComponent : MonoBehaviour
{
[BoxGroup("Integers")]
public int firstInt;
[BoxGroup("Integers")]
public int secondInt;
[BoxGroup("Floats")]
public float firstFloat;
[BoxGroup("Floats")]
public float secondFloat;
}
Makes a foldout group.
public class NaughtyComponent : MonoBehaviour
{
[Foldout("Integers")]
public int firstInt;
[Foldout("Integers")]
public int secondInt;
}
public class NaughtyComponent : MonoBehaviour
{
public bool enableMyInt;
[EnableIf("enableMyInt")]
public int myInt;
[EnableIf("Enabled")]
public float myFloat;
[EnableIf("NotEnabled")]
public Vector3 myVector;
public bool Enabled() { return true; }
public bool NotEnabled => false;
}
You can have more than one condition.
public class NaughtyComponent : MonoBehaviour
{
public bool flag0;
public bool flag1;
[EnableIf(EConditionOperator.And, "flag0", "flag1")]
public int enabledIfAll;
[EnableIf(EConditionOperator.Or, "flag0", "flag1")]
public int enabledIfAny;
}
public class NaughtyComponent : MonoBehaviour
{
public bool showInt;
[ShowIf("showInt")]
public int myInt;
[ShowIf("AlwaysShow")]
public float myFloat;
[ShowIf("NeverShow")]
public Vector3 myVector;
public bool AlwaysShow() { return true; }
public bool NeverShow => false;
}
You can have more than one condition.
public class NaughtyComponent : MonoBehaviour
{
public bool flag0;
public bool flag1;
[ShowIf(EConditionOperator.And, "flag0", "flag1")]
public int showIfAll;
[ShowIf(EConditionOperator.Or, "flag0", "flag1")]
public int showIfAny;
}
Override default field label.
public class NaughtyComponent : MonoBehaviour
{
[Label("Short Name")]
public string veryVeryLongName;
[Label("RGB")]
public Vector3 vectorXYZ;
}
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.
public class NaughtyComponent : MonoBehaviour
{
[OnValueChanged("OnValueChangedCallback")]
public int myInt;
private void OnValueChangedCallback()
{
Debug.Log(myInt);
}
}
Make a field read only.
public class NaughtyComponent : MonoBehaviour
{
[ReadOnly]
public Vector3 forwardVector = Vector3.forward;
}
Used for validating the fields. A field can have infinite number of validator attributes.
Clamps integer and float fields.
public class NaughtyComponent : MonoBehaviour
{
[MinValue(0), MaxValue(10)]
public int myInt;
[MinValue(0.0f)]
public float myFloat;
}
Used to remind the developer that a given reference type field is required.
public class NaughtyComponent : MonoBehaviour
{
[Required]
public Transform myTransform;
[Required("Custom required text")]
public GameObject myGameObject;
}
The most powerful ValidatorAttribute.
public class _NaughtyComponent : MonoBehaviour
{
[ValidateInput("IsNotNull")]
public Transform myTransform;
[ValidateInput("IsGreaterThanZero", "myInteger must be greater than zero")]
public int myInt;
private bool IsNotNull(Transform tr)
{
return tr != null;
}
private bool IsGreaterThanZero(int value)
{
return value > 0;
}
}