Adding notes to the inspector?

I found this: [http://wiki.unity3d.com/index.php?title=Notes][1]

It allows you to add notes, but only a one line note can be added (the text does not wrap). Can this be edited to allow more lines of writing?

Thanks
[1]: http://wiki.unity3d.com/index.php?title=Notes

Just download this new free tool from the asset store.
link: Unity Asset Store - The Best Assets for Game Making

strong textLook this example:
link: http://forum.unity3d.com/threads/add-info-text-notes-into-the-inspector.265330/

Make a C# script name InfoTextNote.

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class InfoTextNote : MonoBehaviour
{
	public bool isReady = true;
	public string TextInfo = "Text here... " + "/n Lock when finish.";

	public void SwitchToggle ()
	{
		isReady = !isReady;
	}

	void Start ()
	{
		this.enabled = false; // Disable the component when the game start
	}
}

Then make a folder and name it “Editor”. In it make a new C# name AddInspectorText

using UnityEngine;
using System.Collections;	
using UnityEditor;

/* *Made by AlanMattano }} 2014* */

[CustomEditor(typeof(InfoTextNote))]
public class AddInspectorText : Editor {

private int c = 0;
	private string buttonText = "Start Writting";
	private int MaxSizeInt = 5;
	private int[] IntArray = new int[] { 0, 1, 2, 3, 4 };
	private string[] MaxSizeString = new string[] { "Line Label", "Box Text ", "Box Info", "Box Warning", "Box Error" };

	
	public override void OnInspectorGUI()
	{
		InfoTextNote inMyScript = (InfoTextNote)target;	//

		if ( inMyScript.TextInfo == "Start writting text here... " +
		    "/n Press Lock when finish." ) 
			ShowLogMessage() ;// se podria agregar alguna funcin en especial

		if ( !inMyScript.isReady ) {
			// The user is writing the text in this inspector editor.

			//DrawDefaultInspector();	// Unity function: add all is in the inspector

			switch (MaxSizeInt)
			{
			case 0:
				if (EditorGUILayout.Toggle(inMyScript.isReady))inMyScript.SwitchToggle();									// Toggle
				EditorGUILayout.LabelField(inMyScript.TextInfo);		// This is a small line text
				break;
			case 1:
				if ( GUILayout.Button(buttonText)) inMyScript.SwitchToggle();			// Button
				EditorGUILayout.HelpBox(inMyScript.TextInfo, MessageType.None);			// This is a small box
				break;
			case 2:
				if ( GUILayout.Button(buttonText)) inMyScript.SwitchToggle();			// Button
				EditorGUILayout.HelpBox(inMyScript.TextInfo, MessageType.Info);			// This is a help box
				break;
			case 3:
				if ( GUILayout.Button(buttonText)) inMyScript.SwitchToggle();			// Button
				EditorGUILayout.HelpBox(inMyScript.TextInfo, MessageType.Warning);			// This is a Warning box
				break;
			case 4:
				if ( GUILayout.Button(buttonText)) inMyScript.SwitchToggle();			// Button
				EditorGUILayout.HelpBox(inMyScript.TextInfo, MessageType.Error);			// This is a Error box
				break;
			default:
				if ( GUILayout.Button(buttonText)) inMyScript.SwitchToggle();			// Button
				EditorGUILayout.HelpBox(inMyScript.TextInfo, MessageType.Info);			// This is a help box
				break;
			}
		}else{
			// The user is writing the text in this inspector editor

			//DrawDefaultInspector();// for debug

			buttonText = "Lock !";
			// Button
			if ( GUILayout.Button(buttonText)) inMyScript.SwitchToggle();


			// Text
			inMyScript.TextInfo = EditorGUILayout.TextArea (inMyScript.TextInfo);


			// selection
			MaxSizeInt = EditorGUILayout.IntPopup("Text Type :", MaxSizeInt, MaxSizeString, IntArray);

			// warning
			EditorGUILayout.HelpBox( " Press LOCK at the top when finish. ", MessageType.Warning);			// This is a Warning box
		}
	}

	void ShowLogMessage() {
		c++;
		if (c==1) {

			Debug.Log (" Need to add text " + "

");
}
}
}

Then return to InfoTextNote and add it into the inspector.

Others in the community edit this answer. You can add corrections and improve this script

I realize this is an old question but I was recently looking for a solution to this problem and didn’t like the the suggested solutions, so I wrote my own simple PropertyDrawer and PropertyAttribute. Get more information at the forum post:

https://forum.unity3d.com/threads/helpattribute-allows-you-to-use-helpbox-in-the-unity-inspector-window.462768/

Hope this helps someone out who is still looking for a solution :slight_smile: