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A Unity Inspector extension tool focusing on script fields inspector enhancement

Results 37 SaintsField issues
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I have a monobehaviour with an array of structs. The struct has an enum and a float. The float has a ShowIf attribute for when the enum is a certain...

bug

If I set a value to a int field with the LayerAttribute assigned it looks fine until i close the inspector, at that point it's value is lost, it's value...

bug

Something I'd love to see is support for the `[Searchable]` attribute for lists/arrays, helps deal with sizeable entities in the inspector ![329103583-e1872856-85cf-405d-bbf1-2957bbb9d04e](https://github.com/TylerTemp/SaintsField/assets/150100676/40a74c23-ad0f-4b3e-b79e-69bbc946ea60)

I think GetComponent only activates when the field is drawn by the inspector. Is there a way around that so i can both hide the variable and benefit from auto...

enhancement

For example this: ![image](https://github.com/user-attachments/assets/0a020ac7-d854-4f4c-ab30-51079ae4869f) where elements 0 is replaced by "Acknowledge" as if I were to use a string instead of enum. I tried this workaround but it won't fool...

question

I tried a few combination but they don't seem to work

enhancement

I'd like to use [GetComponent] to auto set a default value that can be overridden by the user. But GetComponent overrides user value. Is there a way around that?

Is there a way to display ONE Infobox per Array, not ONE Infobox per Array element? ``` [InfoBox("This is a box")] public RuntimePlatform[] platforms; ``` ![grafik](https://github.com/user-attachments/assets/639f37d8-5b8b-4723-b1ac-f4b034032303)

enhancement

repro: add a dummy script to both children, let's call it... Dummy.cs add a parent script FindDummy.cs [GetComponentInChildren] public List dummies; it will only finds the first dummy, this used...

enhancement

It could be a bug in unity 2020 where public MCFluid currentPrefab won't show prefab assets with MCFluid attached to it. I was trying my luck with FieldType, thinking that...

enhancement