Hi there!
I am working on some assets that require custom inspectors.
I’ve written a custom inspector in C# that is quite dynamic and works well and rely’s heavly on serialization, and it inspects the class it is meant to override, looking at its, attributes, properties, public and private stuff and presents this information in a different, standard way in unity. It works well but I have one remaining issue.
The problem I’m having is, I need a way to specifiy that this is a customer editor for a particular class without having to use the [CustomEditor(typeof(Transform))] before the class name. There will be classes that are unknown and may be added later, and i dont want to write a custom inspector for them every time. Ideally, it would override only classes that inherit specificly from some arbitial base class which is used to actually deveil classes for my framework, but the custom inspector itself, is designed to work outside the bound sof the framework and has no knowledge of it - so it should work with Transform, Camera and other already defined unity classes in addition to any created by other users, including, existing custom editors (though i could always just delete their editor code). .
Can this be done?