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Full Inspector supercharges Unity's inspector

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I frequently get the following error, often when I start / stop play mode, or load / unload a scene. ``` [Exception] MissingReferenceException: The object of type 'Object' has been...

I have a scriptable object type using the following inheritance hierarchy: `Propagation : EphemeresScriptableObject : BaseSriptableObject` I reference it as a property of a scene behaviour that uses the following...

`H:\unity3d\iTween\Assets\FullInspector2\Serializers\Formatter\RobustSerializationBinder.cs 12 The name 'TypeCache' does not exist in the current context`

Say I want an inspector range with the following options: - 2 - 6 - 10 - 14 I define it as `[InspectorRange(2, 14, Step = 4)]`. However, in the...

When an InspectorHeader or InspectorMargin attribute is used before a field with a foldout, it gets added _inside_ the foldout (to the right of the arrow), before the field's label,...

I'm guessing using Unity's own implementation is impossible. But looks somewhat possible thru using Editor.targets?

I have the following classes: ``` public class Item : FullInspector.BaseBehavior { public float size; public float weight; ... } public class PlayerAction : BaseObject { public virtual void DoAction(Player...

Something like `[InspectorCurve(Height = 35f, Color = Color.Cyan)]`. See http://forum.unity3d.com/threads/full-inspector-inspector-and-serialization-for-structs-dicts-generics-interfaces.224270/page-25#post-2632263.

Should be possible to implement deep copy using FS alone. Might also be able to do it with other serializers, not sure yet.