The documentation on CustomPreviewAttribute is kind of weak. Anyone have an example of creating a preview in the editor? Thanks!
Yes, I kinda found out how it works. It works the same way every custom (inspector, attribute…) works. Create a class that inherits from ObjectPreview and uses the CustomPreviewAttribute.
using UnityEngine;
using UnityEditor;
[CustomPreview(typeof(Rigidbody2D))]
public class TestPreview : ObjectPreview {
public override bool HasPreviewGUI ()
{
return true;
}
public override void OnPreviewGUI (Rect r, GUIStyle background)
{
Debug.Log ("Test");
}
}
This class will enable the preview area of the inspector if the GameObject has a Rigidbody2D component attached even though this wouldn’t be the case normally. With every change of that preview area, the Log-Text “Test” is fired.
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