The way Unity currently approaches component operations (like removing or copying) is a known pain; specially when handling reordering.
With Component Tool Panel, all of those operations are compact and easilly accessible from the inspector itself (no need to worry about intrusive extra windows or components)
Features:
· Easy reorder component by dragging them around.
· Remove, copy, paste and reset components.
· Supports multiediting.
· Optional custom inspectors for many components.
· Enable or disable, and collapse or expand components.
· Handles script drag & drop operations (so that youd don’t have to scroll to the bottom of the inspector).
· Accessible add component button (so that youd don’t have to scroll down the bottom of the inspector).
· Tracks copied component information.
· Component Preview utility.
Looks great! Out of curiosity: is it a component itself that you have to add to your GameObject? Or does it “inject” into every inspector? If it’s the latter, I’d be curious to know how you did it.
Enable/Disable allows the game to be played and the disabled component will not effect the object it is applied to - but will continue to allow other components to function as normal, components below and above the disabled component?
Hi, @Cobo3 ,
I’ve worked with this for a few days.
It’s really handy especially when having many components on one GameObject.
And it’s very convenient to jump editing between different GameObjects by opening many preview windows, LOL!
Thanks, Cheer!
Hi friends, if you got the same problem with TargetException: Object does not match target type.
here’s the possible fix for that.
Open the file …\Assets\Plugins\Editor\Component Tool Panel\Scripts\ExtendedEditor.cs and change Line 35 to 38 from
if (enableMethod != null){
enableMethod.Invoke(fallbackEditor, null);
enableMethod.Invoke(defaultEditor, null);
}
to
if (enableMethod != null)
enableMethod.Invoke(fallbackEditor, null);
enableMethod = defaultEditorType.GetMethod("OnEnable", BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
if (enableMethod != null)
enableMethod.Invoke(defaultEditor, null);