Issue#2459: Unity - Custom inspector to serialize additional data on linerenderer (or other standard component)

  • Is there a way to easily serialize additional data in a custom inspector for an existing component class such as the linerenderer?

    I have a custom editor that allows me to customize the linerenderer component in the inspector. However, I'd like to serialize or save the settings from my custom editor with that instance of the linerenderer so that when I come back to it in the editor, I can tweak the values again. These are values not specific to the linerenderer itself but what my editor...

    Custom inspector to serialize additional data on linerenderer (or other standard component)

    0 Answers

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  • Issue#84724: Unity - Custom Inspector resets ObjectField-data when play the scene, but Default Inspector doesn't

    So far I've searched out some solution about this issue: 1,Make the Object Serializable. 2,Use the SetDirty method. But I'm still confused because the Default Inspector can set any GameObject with a single line in Script :"public GameObject xxx;" Any difference between the ObjectField in Default Inspector and Custom Inspector? How I can make a Custom Inspect Object field that can set any GameObject on it without reset when playing?

  • Issue#38511: Unity - Use a custom vertex shader with the standard shader?

    Hello everyone! We are currently working on a small project that does a lot of geometry transformation in the vertex shader and we are struggling on getting things to look nice. The transformation part works great but we only have flat textures with no normals and no shadows. Is there a way to extend the standard shader with a custom vertex shader? (I hope there is an easy way as i am no shader expert and i did not write the vertex shader that is in use right now ) Code (CSharp): Shader... Use a custom vertex shader with the standard shader?

  • Issue#95579: Unity - Custom Editor for Save Data?

    Hey everyone, I have only just gotten started using custom editors and was curious about just how far I could push it. Is it possible make a list of data that needs to be saved from the editor using a custom editor. That way I can have a new window, click the "add new save data" button, it will ask me what kind of data it will be, bool, int, float, etc and name it. From there I would want to be able to access those entries; for example my character collects a specific item, I want to track... Custom Editor for Save Data?

  • Issue#96786: Autodesk - Data Standard - name of the Custom Object

    I would like use number schemes of Vault for name of custent object.I adjusted the function "GetNewCustomObjectName" in the file "default.ps1" and the file task.xaml.When I start creating a custom object so loaded name schemes in dialogue.After clicking the "OK" button does not fill the variable "$newcustName" from number scheme.Where is the mistake?

  • Issue#126247: [Unity 5] Standard Shader Issue (Android).

    Hello Guys! I have an issue with Unity's Standard Shader on Android. For example, here i have a slightly scaled up mesh with the standard shader applied to it, and it's looks fine in Editor, but when i run the scene on an android device the mesh appears extremely bright for an unknown reason. I think it has something to do with the angle of the triangles. I've tried to play with "Metallic" and "Smoothness" values and Lighting settings, but none of that seemed to fix the issue. But when i... [Unity 5] Standard Shader Issue (Android).

  • Issue#130373: Unity - Custom Terrain Shader Normal Map Issue?!!

    I've been developing a custom terrain shader in Unity. And I've been having problems with my normal maps. Even after hours of fiddling I still haven't fixed it yet. There are 2 noticeable issues: 1. Normal maps don't appear on vertices whose normal points towards the X axis 2. Normals just don't appear "correct", as in they're faint, and don't look as good as standard terrain normals. The following pictures should help illustrate my point: View attachment 174012 Unity's standard... Custom Terrain Shader Normal Map Issue?!!

  • Issue#166840: Unity - custom NetworkServer.RegisterHandler overwrites standard Handler?

    When I put this in one of my scripts, the Connect and Disconnect overwritten fuctions inside my custom NetworkManager are not getting called (eg. when a player disconnecteds, it's playerPrefab does not get cleaned up). Code (CSharp): public override void OnStartServer() {         NetworkServer.RegisterHandler(MsgType.Connect, OnClientConnect);         NetworkServer.RegisterHandler(MsgType.Disconnect, OnClientDisconnect);         base.OnStartServer();     }     void... custom NetworkServer.RegisterHandler overwrites standard Handler?

  • Issue#215938: Unity - Custom Editor for object inheriting from MonoBehaviour displaying in Inspector

    Ok, so I'm sure this can't be an uncommon thing that I'm trying to accomplish but it's been driving me crazy. Here is a high level overview of how I'm trying to structure my project, I promise this will help when I explain the problem Pausable listens for a pause event raised by my game manager and sets internal member MoveableBase Handles basic stuff like moving RigidBody, animation triggers and whatnot CharcterBase Some sounds, event handlers and things like... Custom Editor for object inheriting from MonoBehaviour displaying in Inspector

  • Issue#242549: Unity - How to serialize an Animation component

    Hello, I have a script that goes through a GameObject's hierarchy, catches its transformation and those from its children during a certain amount of frames, and creates an AnimationClip. This clip is then added to an Animation Component of the GameObject. When the Editor is in Play mode, I can see that my clip is correctly created and that all my AnimationCurves are filled with keys. But when I stop the Editor, there is no more tracks of the clip and the Animation Component is empty. I... How to serialize an Animation component

  • Issue#262023: Unity - Manually Open custom inspector for serializable object

    Hi, I have a window editor that holds nodes. I would like to open a custom inspector when one of these nodes is selected. The node class is a custom serializable class. Is this possible?. I would like to achieve the same behaviour that we have when we select a gameobject in sceneview that inmediately show properties for the object (Components, etc...) in the unity inspector. Cheers.

  • Issue#304684: Unity - Custom Events are sending correctly, but doesnt show on Data Explorer

    Hello, Im testing Analytics, so far i made 2 custom events to test how they work, one with parameters, one not. Both work fine as I can see them on the Analytics integration help page (on the testing). My problem is that i cant find them on the data explorer, when trying to add a custom event i can only use "unity.sceneLoad" wich was already predefined. Am i missing something? This was like 8 - 10 hs ago and they are still missing on the data explorer. Thanks

  • Issue#324866: Unity - Custom Editor Keeps Resetting Data

    I have looked around a lot for solutions to this and have tried everything I could find but nothing is helping. I have some radio buttons in my inspector that are meant to help the user quickly set values. In the scene it works great, but once you leave the scene and come back to it it resets everything which obviously isn't helpful. What can I do to avoid this? I have tried making things serialized, not making them serialized, I just can't figure out what I am meant to be doing. This is... Custom Editor Keeps Resetting Data

  • Issue#328055: Unity - Networked Object Pool with Custom Spawn Handler (issue with official docs example)

    Hey, since some time, the official docs include a simple example script on networked pooling. This is good since pooling is an essential technique which can be beneficial in many types of games. Yesterday, I've tried to implement this script in my project. I use an offline and online scene setup. I've created a SpawnManager object with the example script from the docs attached and I've put this object in my online... Networked Object Pool with Custom Spawn Handler (issue with official docs example)

  • Issue#332728: Unity - Custom Inspector

    I just started making my own custom inspector for my script. I noticed that on the default inspectors, the script always shows up at the first line of the inspector: How can I show the script too on my custom inspectors? Thanks for your time!

  • Issue#333837: Unity - Custom inspector not saving changes

    Hey guys, I have been banging my head against this one for a couple of days and am not making any progress. I prototyping a point and click game where objects in the game have actions associated with them when they are examined. I am trying to use scriptableobjects and custom inspectors for the first time so I apologize if this is a very noobish question. I have created a custom inspector that creates a new instance of a scriptableobject, saves it as an asset then adds this asset to a... Custom inspector not saving changes

  • Issue#357811: Unity - Is it possible to serialize an Array of Custom Classes?

    Below is my current structure and serializer code. I want to serialize MapData or at least mapObjects. I get an error trying to run this command: Serializer.Save<MapData>(filenameWithExtension2,GameManager.instance.mapData); where the GameManager instance holds a reference to a MapObject defined below. Any help is much appreciated. Code (csharp):   [System.Serializable] public class MapData : MonoBehaviour {     public MapObject[] mapObjects = new MapObject[36];    … }   Code (csharp): ... Is it possible to serialize an Array of Custom Classes?

  • Issue#362914: Unity - [SOLVED] Is it possible to serialize an Array of Custom Classes?

    Below is my current structure and serializer code. I want to serialize MapData or at least mapObjects. I get an error trying to run this command: Serializer.Save<MapData>(filenameWithExtension2,GameManager.instance.mapData); where the GameManager instance holds a reference to a MapObject defined below. Any help is much appreciated. Code (csharp):   [System.Serializable] public class MapData : MonoBehaviour {     public MapObject[] mapObjects = new MapObject[36];    … }   Code (csharp): ... [SOLVED] Is it possible to serialize an Array of Custom Classes?

  • Issue#369170: Unity - Sprites not recieving shadows with custom shader, standard works fine

    Hi all, as the title suggest, I am trying to use a custom shader to get sprites to cast and receive shadows, plus use normal maps. Now, I can do this with the standard shader, but the problem is the sprite is only 1 sided, I cant get 2 sided sprites using the standard shader. So here is a custom shader that "should" work. However, I cast shadows but not receive them. Can anyone see why this might be? I have also added the cast and receive shadows in the debug options. Code (CSharp): Shader... Sprites not recieving shadows with custom shader, standard works fine

  • Issue#410350: Unity - Standard Shader issue on some Andoid Devices

    Hello everyone I'm near to publish my first game so I am testing it on some devices. I used standard shader for a lot of material conscious that it is not the best choice for mobile in terms of performance but I spend a lot of time optimizing textures, mesh, batching, occlusion and so on, as result the game looks great and has good FPS. Unfortunaly some beta testers said that on some devices material using standard shaders are not rendered as they should be but are very smooth, reflective... Standard Shader issue on some Andoid Devices

  • Issue#418005: Unity - Rotating Labels has awkward spaces in custom inspector editor?

    My goal is to create an inspector editor almost identical to the Edit->Project Settings->Physics layer editor with all the check boxes and vertical text. Perhaps I'm going about this all wrong but, I'm attempting to do the following to achieve the vertical text part: Code (CSharp):   EditorGUILayout.LabelField("Some Title", EditorStyles.centeredGreyMiniLabel);   EditorGUILayout.BeginHorizontal(); //Indent the vertical text GUILayout.Space(150);   //Maybe this will reduce the odd spaces... Rotating Labels has awkward spaces in custom inspector editor?

  • Issue#454655: Unity - objects with a mass greater than the limitations of the standard rigidbody component

    I was wondering what would be the best way to to handle an object with a greater mass than the limitations of 1m of a standard rigidbody. For example a planet. Lets say the planet in question is the earth, which has the mass of 5.972e+24 which as I undersand is how unity sees it, which written as a standard number is 5973600000000000000000000 (yup thats alot of zeros) A standard rigidbody's limitation is 1e+09 which is 1000000000 (alot smaller) The reason I am asking this is because I want... objects with a mass greater than the limitations of the standard rigidbody component

  • Issue#462442: Unity - 4.6 Canvas UI Button Custom Script Function not showing in OnClick Inspector Dropdown

    I am just leaning Unity, and upgrading an older database login script that used OnGUI before, to use the 4.6 Canvas elements instead. I am looking to have the OnClick of the UI Button call the function void ClickLoginButton() in the custom script titled LoginMenu the OnClick box in the inspector of the UI Button shows the name of my custom script, but doesn't list any functions (sorry just saw to use the developer preview forum for this) Code (CSharp): using UnityEngine; using... 4.6 Canvas UI Button Custom Script Function not showing in OnClick Inspector Dropdown

  • Issue#489789: Unity - Exploring custom events data.

    Hello! I'v done custom event which should send me average framerate and computer specification of player. UnityAnalytics.CustomEvent("ComputerSpecificationsInMainMenu", new Dictionary<string, object> { {"Average FPS", m_lastFramerate}, {"SystemInfo.processorType", SystemInfo.processorType}, {"SystemInfo.graphicsDeviceName", SystemInfo.graphicsDeviceName}, {"SystemInfo.systemMemorySize", SystemInfo.systemMemorySize} }); It works, and I have data collected from users already,... Exploring custom events data.

  • Issue#496344: Unity - Wanted: Freelance Programmer with Data-Driven and Entity Component System Experience

    Hello there! I'm looking for one experienced freelance engineer to put together a game prototype. If you take pride in your work, enjoy writing elegant, performant and ledgible code and have a knack for creating fun, then you've come to the right job posting! The game is heavily data-driven and should leverage a "composition over inheritance" system architecture. The ideal candidate would have AI and procedural experience in addition to ECS experience. Duties and Responsibilities: *... Wanted: Freelance Programmer with Data-Driven and Entity Component System Experience

  • Issue#501975: Unity - Custom Inspector: Toogle Elements via Enum Selection

    I have an enum FruitType A, B, C. Now i have the classes FruitProperties: FruitA, FruitB, FruitC. My monobehaviour has a lots of data, somewhere in its substructure there is the FruitDataClass: Properties -> Properties -> FruitDataClass public FruitType fruitType; public FruitA fruitDataA; public FruitB fruitDataB; public FruitC fruitDataC; That solution is really bad practice.. i know .. but how on earth can i hide FruitA & FruitB if FruitC is selected, without writing a complete... Custom Inspector: Toogle Elements via Enum Selection

  • Issue#509646: Unity - Custom inspector initializing array

    I'm bashing my head on custom inspector array handling. I have 4 arrays that I want to all be the same size. I figured it would be better to have a custom inspector that handled making sure they are all the same size for me. I have a property which is the max size. It can be between 1 and 9 (inclusive). I put in an increment button and decrement button. For the increment button I call InsertArrayElementAtIndex for each of the array; likewise on decrement button I call... Custom inspector initializing array

  • Issue#512399: Unity - UI Text component is not rendering correctly on MAC (sub pixel issue)

    Hello! Does anyone happen to encounter the issue like this? I attach some images for it. For some reasons, this happen for few Macs (not retina display) that I have tested the software on. These UI components are not rendering correctly. Any solution would be greatly appreciated. Thanks! View attachment 182795 View attachment 182796

  • Issue#544336: Unity - Surface Shader - Calling Standard Lighting Function From Custom Lighting Function

    I'm trying to create a special kind of light by putting special conditions into the light's cookie. If it's a certain kind of light, do my own calculation, otherwise, use the Standard lighting calculations. I've created a Surface Shader using the "Create > Shader > Standard Surface Shader" Menu item from the project tab. In the shader, I've created a custom lighting function: Code (CSharp):   #pragma surface surf Custom inline half4 LightingCustom(SurfaceOutput s, half3 lightDir, half atten)... Surface Shader - Calling Standard Lighting Function From Custom Lighting Function

  • Issue#578149: Unity - Strange data passing issue. NAT?

    Hello All I have a strange issue that looks like it could be because of NAT type, but I probably not, as UNET uses a relay server. Here is a description of the issue: We are testing our game on PCs connected to a LAN, while trying to run the game on LAN with the NetworkManagerHUD seems totally fine, creating and joining an Internet match works sometimes with high latency, and other times does not work at all, with no data being passed around at all. Both the server and the client go into... Strange data passing issue. NAT?