So for the game I am creating I need a lot of variables. I want to know if there is a way to put these variables in a collapsible menu within the inspector. Can anyone help me out?
Here’s just a few variables for you to work with. Thanks
private bool TouchingBlueOrb;
public int blueOrbForce;
Private variables (without the SerializeField attribute) won’t show up in the inspector, to begin with.
You could do this: Unity - Scripting API: Serializable
and make mini-classes – nb. I wouldn’t do this , myself, unless I wanted to create the class anyways. But I believe it technically will collapse.
Overall, I think this is something you shouldn’t worry about. You use as many variables in the class as you need, and that’s just how it goes
You need to think about the variables or properties that you would want to expose in an Inspector panel. For example, I don’t think you’d want/need to expose something called “TouchingBlueOrb”… especially when it’s private… and so on…
Yes I realize that private variables don’t show up in the inspector and its my fault for putting it in the thread post, I wasn’t paying attention. I just need a way to easily sort through public variables so when they do build up as development continues I don’t have to go searching through a huge list of variables to find what I need to change.
I truly think that you’re getting ahead of yourself (worrying without need). Some scripts will have no visible variables, other scripts a few, and others still more (maybe even lots). But that’s how it goes. I think you’ll find a way to be okay.
I know this is a late reply, but just for those who would still stumble upon it, Odin Inspector allows you to create customizable Inspector fields for Serialized variables, including collapsible menus. It’s a paid app, but if Unity are having a sale, it’s well worth picking up.