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Hey, me again. How can I make multiple attributes work alongside each other? for example: [ConditionalHide("DrawGizmo",true)] [Range(0.0F, 1.0F)] public float…
On Hiding or Disabling inspector properties using PropertyDrawers within Unity
Alright, that script is pretty similar to what I did 🙂 Thanks! For the credits: your name will be clearly…
On Hiding or Disabling inspector properties using PropertyDrawers within Unity
Nevermind, I adjusted the script 🙂 But I can't get the ConditionalSourceField2 to work... I got this code: [ConditionalHide("NumberOfRotations",ConditionalSourceField2 =…
On Hiding or Disabling inspector properties using PropertyDrawers within Unity
Ps: any way I could use this on enums?
On Hiding or Disabling inspector properties using PropertyDrawers within Unity
Thank you so much! Absolute lifesaver. Am I free to use this script in an asset?
On Hiding or Disabling inspector properties using PropertyDrawers within Unity
Good news, After looking deep into this I managed to tweak something really generic, working for both encapsulated/non encapsulated parameters.…
On Hiding or Disabling inspector properties using PropertyDrawers within Unity
I found this very useful, thanks. For my own purposes I have extended it to test against floats/ints/and array size.…
On Hiding or Disabling inspector properties using PropertyDrawers within Unity
Thanks for the quick reply. I just tried that but sadly it doesn't work. I opened a question on Reddit/r/Unity3D…
On Hiding or Disabling inspector properties using PropertyDrawers within Unity
Hey! How did you manage to get it to work from a javascript? The thing works just fine from a…
On Hiding or Disabling inspector properties using PropertyDrawers within Unity
Thanks for your response. While I wasn't able to get the converted JS scripts to function correctly I did end…
On Hiding or Disabling inspector properties using PropertyDrawers within Unity