Is it possible to either call or extend another custom Inspector defined for built-in components? I tend to assume it isn’t possible because of the way OnInspectorGUI works, not to mention C# itself, but I want to be sure I haven’t overlooked something.
I wanted to expose the aspect ratio property of all Camera components. I’m using several render textures and their cameras should be 1:1 but it seemed sort of stupid and wasteful to deploy code for that kind of thing at runtime rather than serializing it from the editor.
I wrote a simple OnInspectorGUI to do just that, but noticed calling DrawDefaultInspector() uses the generic Editor inspector – for example, Field of View becomes just an input box rather than a range-limited slider.
Alternately, is there maybe some way in an editor extension to intercept the serialization of a particular component and update it that way?
I know it’s relatively minor as wasteful processes go; this is more about curiosity now than micro-optimization.