SaintsField
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A Unity Inspector extension tool focusing on script fields inspector enhancement
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...
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...
Something I'd love to see is support for the `[Searchable]` attribute for lists/arrays, helps deal with sizeable entities in the inspector 
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...
For example this:  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...
I tried a few combination but they don't seem to work
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; ``` 
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...
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...