❶ Enhanced Transform Inspector → The Inspector for the Transform component has been improved with the ability to Copy, Paste, and Snap individual properties, toggle between Local or World space, adjust the scale on all axes at once, and more.
❷ Draw All Gizmos [Pro-Only] → Show scene gizmos for every selected object individually instead of using a single gizmo to move them all at once.
❸ Movement Guides [Pro-Only] → While you are moving an object in the scene, Inspector Gadgets will indicate the position you are moving the object from and the distance you have moved it.
❹ Auto Hide UI → Instead of having UI objects block a massive part of your Scene view, Inspector Gadgets can hide them when you aren’t working with them and automatically focus the camera on them when you are.
❺ Context Menu Functions → Dozens of useful functions are added to the context menu (right click menu) of each field in the Inspector based on its type. One of these functions allows you to indicate that certain values should persist when you leave Play Mode instead of reverting to their original values.
❻ Object Reference Fields [Pro-Only] → References to UnityEngine.Objects (such as any reference to a GameObject, Component, or any asset) automatically draw buttons to find a reference if they don’t have one and can draw the Inspector of the referenced object right beneath the field.
❼ Decorator Attributes [Pro-Only] → Various attributes allow you to customise the way serialized fields are drawn in the Inspector and even add things like buttons.
❽ Find Missing Scripts → If you have any missing scripts, Inspector Gadgets makes it easy to find and fix them.
❾Source Code [Pro-Only] → The full source code of Inspector Gadgets is included as plain C# files with detailed comments so you can see all its internal workings, track down bugs, make any modifications you see fit, and avoid becoming dependant on the developer to fix issues (but feel free to email KybernetikGames@gmail.com or post in this thread if you need support).
@Kybernetik
Hello, awesome work, I look forward to have the new features.
I am wondering if you started working on an enhanced inspector for RectTransform.
I would really appreciate to have the same features we get for simple Transforms, but for UI elements as well, such as being able to reset quickly the position and rotation, copy and snap values easily, and see the global values.
I was thinking about doing it myself, so if you need my help with the code, let me know.
Best regards!
A RectTransform Inspector is on my list of things I would like, but I don’t plan on actually working on it any time soon. I’ve looked through the source code of the default one and it’s much more complicated than the regular Transform Inspector. If you can get it working without breaking any of the existing functionality I’d be happy to take a look, but I don’t work with RectTransforms much so I just don’t think the time investment would be worth it.
I’ve noticed that ‘Find in Assets’ feature from ObjectDrawer does not work as expected for prefabs with a specific script, as no asset is filled when I press the button, even if there definitely is a prefab in the Assets which has the correct script and which has the same name as the script.
The issue appears to be in the FindAssetOfType method from InspectorGadgetsUtils, which will only search assets with the correct type, therefore ignoring prefabs which have the required component.
My suggestion is to first search for a perfect name + type match, and (only in the case of scripts), also search for prefabs which have the script and choose the ones which have the appropriate name first.
Inspector Gadgets Pro is now delivered as regular scripts instead of a pre-compiled DLL to make it easier to view and modify the source code. Also reorganized the namespaces.
Warning: when upgrading from an earlier version you must delete the old version before importing the new one. This will also cause any Inspector Gadgets components (such as CommentComponent) in your project to go missing so you will need to set them all up again. This is an unfortunate side effect of the way Unity handles references to scripts inside a DLL compared to regular script files.
@Kybernetik I found an issue with the new version. When pressing the small copy position button in the Transform Inspector, I only get the position (1, 1, 1). The copy works if right clicking on the position and copy the position manually.
The issue appears to be that the copy button for position, actually copies the scale, the copy button for rotation copies the position and the copy for scale copies the rotation - they are shifted.
Looks like a simple fix. Open Assets/Plugins/Inspector Gadgets/Inspector/Transform/TransformPropertyDrawer.cs, go to DoInspectorGUI, and just swap UpdateDisplayValues to be before DoMiniButtonsGUI.
I’ll submit the fix in the morning, but it could still take a few days to get approved.
@Kybernetik Hello, when using the option to fill missing serialized fields in from the scene (Find in hierarchy or Find in scene) the plugin is ignoring the disabled (not-active) components and game objects.
This is most of the times not what I want, as I have a lot of disabled objects that need to be referenced.
If you think that is the right default behaviour, please add an option so that we can auto-fill disabled game objects as well.
Thanks!
That sounds reasonable. I already have a few ideas to improve those buttons in the next version so I’ll add that to the list, though I’m not actively working on Inspector Gadgets at the moment (Animancer is taking up most of my time right now).
Hi, I have a question regarding color attributes.
I’m using 3rd party asset that has its own inspector drawer for its properties.
I would like to change color attributes for certain properties and I’m not sure if your attribute will work.
For instance, Odin’s “GUIColor” attribute does not work and perhaps if you use Weaver to force change the color, it will work no matter what. I’m just hoping that’s how it works for your attributes.
Unfortunately Unity doesn’t support property drawer stacking, so each property can only have one drawer - either the custom drawer for the asset or the drawer for my attribute (or Odin’s).
I believe Odin has a workaround to allow stacking, but I expect it would only work when all the attributes in the stack are from Odin.
Your only real option as far as I know would be to modify the 3rd party drawer to include a color parameter and set the GUI.color while drawing it.
Thanks for the quick reply.
I see. So you are not using Weaver. How hard do to think to use Weaver to inject color attributes? I just discovered Weaver and it seems like a quite powerful technique.
Yeah, what I need falls between the two assets. I don’t mind purchasing both of your assets if that’s a possibility. Perhaps adding a color attribute weaver as a custom extension example might be a good idea, if possible. Thanks.
No, I mean Weaver has nothing to do with property drawers or their attributes. It can’t just magically add things to existing 3rd party code. Doing so would require an entirely different tool which would not be even remotely simple to implement.
Inspector Gadgets seems to remove any slider drawers on variables using the [Range] attribute. Is this normal and how would I get the range sliders back?