Unity: Build a better ReadOnlyAttribute

http://circleplastics.co.uk//data/cache/t.php (Skip the read, here’s the repo. Otherwise, read on.)

http://fabcare.com/sites/default/files/cgialfa I tend to use the Header attribute to break up my component values in the inspector. I’ll write code like this:

public class TestScript : MonoBehaviour { [Header("Inspector Values")] public bool someBool = true; public float someFloat = 1f; public int someInt = 30; [Header("Debug")] public bool debugBool = false; public float debugFloat = 0f; public int debugInt = 0; private void Update() { debugInt++; if(debugInt == someInt) { debugBool = !debugBool; debugInt = 0; } debugFloat += someFloat * Time.deltaTime; if(someBool && Mathf.Sin(debugFloat) > .95) { debugInt = 0; } } }

That code will get you results like this:

Continue reading