I’ve created a custom EditorWindow that currently does nothing, should just show an empty window.
public class MyEditorWindow : EditorWindow
{
...
[MenuItem("Window/Animation Editor")]
public static void EditAnimation()
{
MyEditorWindow window = new MyEditorWindow();
window.Show();
}
protected void OnGUI()
{
// Doing nothing
}
...
}
If I activate the window via the menu item, empty window spawns and all is well. If I call MyEditorWindow.EditAnimation() from a button click generated in OnInspectorGUI(), Unity hangs briefly before crashing out.
The editor log doesn’t show anything useful. I am running version 2.5.1f5 on Windows 7.
This is a simplified example of what I’m after, but should demonstrate the problem. While I can use a menu item to launch the animation editor, and then save the changes into the appropriate scene object from that window, it just doesn’t feel right. What I really want to do is inspect an object, edit its basic properties, and click a button to view the designer for the advanced properties on that specific object.