Creating a custom inspector
In this section, we will create the base structure to start using custom inspectors in our project.
Using the CustomEditor attribute
The CustomEditor
attribute is part of the UnityEditor
namespace and is the way Unity binds an editor script with a specific type of the MonoBehaviour
class to modify the way the default inspector works.
Note
To use the CustomEditor
attribute, you must place your script inside an Editor
folder, or in a folder nested inside an Editor
folder.
Create a script called LevelInspector.cs
inside the folder Tools\LevelCreator\Editor
, and then add the following code:
using UnityEngine; using UnityEditor; namespace RunAndJump.LevelCreator { [CustomEditor(typeof(Level))] public class LevelInspector : Editor { } }
The attribute CustomEditor
expects a type. In this case, we passed the type Level. Doing this, you will overwrite the inspector of all the Level
class instances in Unity.
Your must extend from the Editor
class and in this way...