Is there some way I can make a gird of bools for the inspector?
So, say 10 across and 10 down of bool[,] would show in the inspector as…
000000000000
000000000000
000000000000
000000000000
for example and I could go in and manipulate each value?
Is there some way I can make a gird of bools for the inspector?
So, say 10 across and 10 down of bool[,] would show in the inspector as…
000000000000
000000000000
000000000000
000000000000
for example and I could go in and manipulate each value?
You could create a custom Editor script with a series of EditorGUI.Toggle calls using the Toggle(Rect position, bool value); signature. You would have to create the Rects for each of the booleans…and it would be an ugly script.
Ok, so would you go against it?
Currently, this issue for me is this…
I have a gird, of tiles. Each tile I can set to be on or off. Right now I have a mapScript, which has 10 1D array’s for each row. I set each of these arrays to be 10 in size, so now, by virtue I have my grid.
The issue is, in order to adjust any value, I must open that array find that member and adjust. If I want to adjust another member in another row, I must find that row, array, open it, find its member and adjust.
It would be a huge time saver to have a visual grid as opposed to what I am using.
If you are not familiar with Editor Scripting, it will take you quite a while to get what you’re describing to work. Your current technique may be a little annoying, but it does work. Unless you are going to repeat this process a couple hundred times, you will end up spending far more time creating the custom editor script.
The thing is this is how I build levels.
Hmm…
Hi there,
So I was looking at the Physics Matrix, see pic. How is the made?

I’ve just implemented this in a simple way. I used a multiline text box and then parse the string. 0 = off, 1 = on, \n = next row in the grid