Miłosz Matkowski
Miłosz Matkowski
If I can share a small tip about updating structs through reflection, it should work properly - you can iterate backward in the objects hierarchy looking for the first non-struct...
Hello, since OnValueChangedAttribute is based on the PropertyAttribute class it will break any other drawer. Anyway, I have it on my TODO list, I will re-implement it (and other validation...
Unfortunately not yet. I wanted to avoid using non-field attributes to keep everything consistent, and I liked that the current approach gives a great possibility to place Buttons directly in...
To be honest, I never had such a problem. If this particular component/ScriptableObject has non-serialized instance fields probably I would make something like this: ``` [SerializeField, Hide] [EditorButton(nameof(MyMethod))] private int...
Hello! Thanks for the request. The reason why a similar feature was never implemented is that I recommend using properties instead of defining multiple sources directly in the attribute. Instead...
Yup, I know. Unfortunately, decorators have no idea on which properties they are displayed, that's why [DynamicHelp] and [EditorButton] won't work in nested classes. I have this on my TODO...
Hello, I like the overall idea but there is one issue - it breaks backward compatibility, and I think **ButtonActivityType** is a perfect solution for the typical use case of...
By "typical use case" I meant that the most common situation when I want to disable a button is entering or exiting playmode (at least in my projects). That's why...
Hello, this feature is already implemented in a bit different way. I decided to add the **ValidateMethodName** property that can be used to retrieve methods and validate buttons in the...
Hello, do you mean something similar to this package? https://github.com/Thundernerd/Unity3D-ExtendedEvent