Im following some beginner tutorials and one of the things they reference is the preview window inside of the inspector. I dont have a preview window there at all and can't seem to figure out how to make it show up.
Could someone help a newbie out? Select an object in the Hiearchy that can be previewed Image, model 3D, At the very bottom of the inspector, there is a button with the name of the selected object and two horizontal lines. Just click on it. Attachments: Up to 2 attachments including images can be used with a maximum of To help users navigate the site we have posted a site navigation guide.
Make sure to check out our Knowledge Base for commonly asked Unity questions. Answers Answers and Comments. Does Unity 2. Choppiness in Unity Editor but not on Build. Creating a Directory in "My Documents" 2 Answers.
Login Create account. Ask a question. Add comment. Best Answer. Your answer. Hint: You can notify a user about this post by typing username. Welcome to Unity Answers The best place to ask and answer questions about development with Unity. If you are a moderator, see our Moderator Guidelines page. We are making improvements to UA, see the list of changes. Follow this Question. Answers Answers and Comments 6 People are following this question. Related Questions.Discussion in ' Scripting ' started by xrollioxFeb 13, Search Unity.
Log in Create a Unity ID. Unity Forum.Trying out Odin Inspector in Unity3D - A mini review
Forums Quick Links. Asset Store Spring Sale has begun! Unite Now has started! Come level up your Unity skills and knowledge. Come post your questions! Joined: May 5, Posts: Hey, I'm trying to code some panels so that when a button is pressed it enabled the panels, and when the button is pressed again it disables the panels.
Later on I will also close the panels and open new ones, if a different button is pressed. Right now though, I successfully managed to script the panels to open OnClick but they don't close on click. When I try to code in the panels closing, OnClick will simply do nothing.
I've tried using the inspector too but I get the same problem. Here is the code currently; Code CSharp :. SetActive false. SetActive true.
Joined: Dec 5, Posts: 16, You don't actually need code to enable and disable a GameObject. You can call SetActive directly from the inspector. As to your second piece of code, you are missing braces.
KiwasiFeb 13, The problem with setting it in the inspector is that the same button opens and closes the panel, so setting it to both open and close the panel actually cancels itself out so it does nothing. I'm currently trying to sort it via the inspector checking the box to make them active, not checking it so it become inactive - but whether checked or not, the panels aren't showing up - if they're enabled at the start of play - they will disable, but if set to inactive on play - they will become active but wont show up on the screen.
Originally the code I wanted to put in place would activate the panels on the first press, and then press the button again to deactivate OR press on another button to close the "Wood" UI elements and open up another set of UI elements. Edit: None of the UI elements will show up, but it will happily swap between both both buttons properly. The first button is supposed to open the UI elements as well as activate the second button, the second button closes the UI elements and reactivates the first.
Both buttons will deactivate themselves when pressed. I also added a script to each button that would SetActive true or false depending on the function of the buttons and set the function in the inspector - but still the panels aren't showing up. Ignore this. I had the panels set as children of one of the buttons for some reason. I'm an idiot. You must log in or sign up to reply here.For instance this morning, all instances of our "fit background to camera" script and our "show icon if game object is active" scripts lost all of the data that was assigned to them in the inspector.
I had lost all refs after updating an asset, which triggered an API Upgrade, fixing some errors and Re-opening the project. I closed and opened Unity and all the references came back - worth a try before you panic and roll back your scene. Thanks I had the same issue when i upgraped all of my externals DLLs, just reopening the editor fixed it. This is typically caused by not paying attention to the fact that unity generates a meta file for each file in your project. The meta file contains an id for that file, and unity uses that id to keep all the references linked up.
If you move or rename a file without also moving or renaming the meta file then this id will be lost as soon as you select the Unity window. Unity will generate a new meta file with a new id, and all the links will be broken. I do no such thing as moving the files around, and I get the same problem. It's more than just annoying, it's a great loss of time to have to re put all the data again in there every few dozen of minutes. I also tried to copy the meta files to put them back faster, but unity erased them as well, for some reason.
This happened to me after an upgrade and I seriously panicked. Started thinking about how stupid I was for not updating like the smart prompt told me to.
I got this same behaviour some random times and the only solution that I had found is generating a prefab with the objects that contains the references. If the prefab contains all components referenced, they are not lost when this random event happens, while references to components outside the prefab are reset references to prefabs are not lost although they are not placed on the scene. I good trick to know if a prefab is well defined is checking if all references are marked as normal.
Bold references are outside the prefab, and they may be reset. Attachments: Up to 2 attachments including images can be used with a maximum of To help users navigate the site we have posted a site navigation guide. Make sure to check out our Knowledge Base for commonly asked Unity questions. Answers Answers and Comments. Use c "ref" with a GameObject or Component 1 Answer. How to break reference from. How to get custom classes or components to talk with each other?
Fading components that the mouse is not hovering over? Login Create account. Ask a question. Hello, on semi-regular occasions, all instances of random components will lose all their inspector data For instance this morning, all instances of our "fit background to camera" script and our "show icon if game object is active" scripts lost all of the data that was assigned to them in the inspector this was after newly booting the scene this morning and it appears that this data was lost from the save file as reloading unity does not fix the issue as this happens every few weeks on entirely random game objects sometimes NGUI components, sometimes our own scripts, usually code that hasn't been touched in months it is becoming quite a hassle to fix this is there any indication as to what might be causing this?
Closing and opening Unity just fixed this for me.
All scene refs were gone, as you describe. Then I saw your comment, big sigh of relief when I tried it and it worked. Has anyone found a best solution? Your answer. Hint: You can notify a user about this post by typing username.
Welcome to Unity Answers The best place to ask and answer questions about development with Unity. If you are a moderator, see our Moderator Guidelines page. We are making improvements to UA, see the list of changes. Follow this Question. Answers Answers and Comments 69 People are following this question.Search Unity. Log in Create a Unity ID. Unity Forum.
Forums Quick Links. Asset Store Spring Sale has begun! Unite Now has started! Come level up your Unity skills and knowledge. Come post your questions! Joined: Sep 17, Posts: 5. Hi, I would like to extend the editor a bit, and now I am struggling with a way to open an Inspector window inside my own EditorWindow.
Joined: Apr 11, Posts: You can't really dock different tabs in the same window to have them both visible at the same time like that, to my knowledge. The DockArea class just doesn't support it to my knowledge, although it's possible it could be hacked in. You'll notice that none of the built-in windows behave in this manner. Essentially, only one tab in a DockArea can be visible at a time.
The best you could do is fake it by drawing your own second "tab" in your EditorWindow and creating your own "inspector", but it'd be kind of janky and not great. If you want to use the Inspector, let people manage it as its own window and use Selection. The second screenshot, I achieved by simply using the "add tab" in the top right manually. It isn't a Photoshop. So in unity it is possible.
I just hoped it could be done through code. I found a few posts that mention using reflection and docking. I should try to make that work.
I should have been a bit more specific though, I am sorry was in a bit of a hurry yesterday. I am using Unity I have to also manually drag and drop the new tab e. I will try to figure out how to spawn and dock another tab through reflection.Odin Inspector is a plugin for Unity that lets you enjoy all the workflow benefits of having a powerful, customized and user-friendly editor, without ever having to write a single line of custom editor code.
Odin comes packed with many features such as a Static Inspector, Input Validation, Odin Editor Windows, and our open source Odin Serializer, that lets you expand Unity's serialization capabilities when you need polymorphic object structure, or want to serialize and deserialize data at runtime.
If I had to bring one tool with me to a deserted island it would be Odin. This editor extension takes the Inspector to a whole new level. A must have for any Unity programmer. Odin has more than 80 new high-quality attributes that let you create powerful and user-friendly editors with little to no effort. All of Odin's attributes work right out of the box; there is no need to inherit from any base class, Odin Inspector works right off the bat, you can even make editor windows just using attributes.
Making sure everyone on your team sets up your data correctly when working directly with assets is made easy using the live input validation features that Odin Inspector provides. However, sometimes, warning messages get ignored, assets get deleted, requirements change, and data is made obsolete as your project grows. Slowly bugs, errors, and faulty data creep in as work progresses.
Manually going through your entire project to find and correct issues can quickly grow to be an insurmountable task. Using the Odin Project Validator, you can easily scan your entire project for warnings and errors, and fix them inline right from the validator. The validator handles scene switching and saving as you work, letting you quickly and freely navigate between all issues with no hassle and no delay.
Odin Serializer is a powerful, flexible, extendible and open source serializer built from the ground up and maintained by Sirenix for Odin Inspector. A simple, straightforward data structure is often the way best way to go, but there are times when you just need to serialize that complex generic, polymorphic type with cyclic references and edit it in the inspector.
This is where our custom serialization protocol comes into play, as it is capable of serializing virtually anything. We firmly believe that the Odin Serializer is the best serializer available for Unity. With Odin making your own Editor Windows is a breeze! Inheriting from the OdinEditorWindow class gives you access to the powerful Odin drawing system in its entirety!
The Inspector window
By utilising this, you can in minutes make beautiful and, more importantly, functional tools that have been specially designed for your own production workflow and use case. The drawer chain system lets Odin combine small, modular pieces of simple drawing code together to form a much more complex and intelligent whole. With Odin's drawer API, you can make your custom value drawers, custom attribute drawers and even custom group drawers to truly customise your editors.
The Odin Serializer is a powerful, extendable and open source serializer for Unity that can serialize virtually any data. But the Unity integration is only one feature; it's also a full-fledged, generic.
NET serializer in its own right. The Odin Serializer provides an extendible and straightforward API that you can use to implementing your own complex features such as save games, and more.
Whether it is to get an overview of data, allow access to large sets of common data, or even to create custom tooling, making editor windows can go a long way to ease and streamline the production workflow of a project. However, it can be a pain to keep them maintained and relevant as the project changes. This is where Odin Editor Windows come in. By merely inheriting from a single class you access to the powerful Odin drawing system in its entirety.The Inspector is used to view and edit the properties and settings of Game Objects, Assets, and other preferences and settings in the Editor.
When you select a GameObject in the Hierarchy or Scene View, the Inspector will show the Properties of all Components and Materials on that object and allow you to edit them. The image above shows the inspector with the default 3D camera GameObject selected. This allows you to set parameters and default values in your scripts easily without modifying the code.
When an Asset is selected in your Project Window, the Inspector will show you the settings related to how that asset is imported and used at runtime. Each type of asset will have a different arrangement of settings. Below are some examples of the inspector showing the import settings for other asset types:.
Find out more about these on the Settings Managers page. Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker. Legacy Documentation: Version 5. Language: English. Unity Manual. The Hierarchy window. Editing Properties.
Subscribe to RSS
Publication 5.Projects in the Unity Editor are made up of multiple GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more.
More info See in Glossary that contain scripts A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info See in Glossarysounds, Meshes, and other graphical elements such as Lights.
A GameObject can contain any number of components. Unity has many built-in components, and you can create your own by writing scripts that inherit from MonoBehaviour. More info See in Glossary and their properties, and allows you to modify the functionality of GameObjects in your Scene A Scene contains the environments and menus of your game.
Open/Close Panels on button clicks
Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info See in Glossary. Use the Inspector to view and edit the properties and settings of almost everything in the Unity Editor, including physical game items such as GameObjects, Assets, and Materials, as well as in-Editor settings and preferences.
When you select a GameObject in either the Hierarchy or Scene view An interactive view into the world you are creating. You use the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object. Use the Inspector to edit the settings of these components and Materials. The image above shows the Inspector with the Main Camera A component which creates an image of a particular viewpoint in your scene.
The output is either drawn to the screen or captured as a texture. More info See in Glossary GameObject selected. When GameObjects have custom script components attached, the Inspector displays the public variables of that script. This means that you can set parameters and default values in your scripts easily without modifying the code.
When an Asset Any media or data that can be used in your game or Project. An Asset may come from a file created outside of Unity, such as a 3D model, an audio file or an image. More info See in Glossary is selected in your Project windowthe Inspector shows you the settings related to how that Asset is imported and used at run time when your game is running either in the Editor or your published build. Each type of Asset has a different selection of settings. The images below demonstrate some examples of the Inspector displaying the import settings for other Asset types:.
The Model tab of the Model Import Settings window:. For more information, see documentation on Prefabs An asset type that allows you to store a GameObject complete with components and properties.
The prefab acts as a template from which you can create new object instances in the scene. More info See in Glossarythese settings are displayed in the Inspector window. For more information, see documentation on Project Settings. You can assign custom icons to GameObjects and scripts. These display in the Scene view along with built-in icons for GameObjects such as Lights and Cameras. For more about icons and labels, see Unity documentation on assigning icons.
To reorder components in the Inspector window, drag-and-drop their headers from one position to another. When you drag a component header, a blue insertion marker appears. This shows you where the component should go when you drop the header.