Hello,
I have a problem with Unity 2019.1.14f1 editor where the top part of the inspector does not display the buttons correctly.
Here is an image of this:
Instead of having a checkbox for static, I can set the numerical value.
How can this be fixed?
Thank you!
mgear
2
does that happen with all gameobjects? maybe some editor script is doing that…
does that happen in empty new project also?
1 Like
See this thread: I have a problem with inspector window in unity
@mgear @Valjuin ,
It indeed seems to be an editor script that is causing this. It is happening for every gameobject. I was following the tutorial here:
. One of the very first things is writing an editor scrip that looks a little like this:
Editor code
using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(GameObject))]
public class CubeEditor : Editor
{
GameObject selectedCube;
Cube cubeComponent;
float radius = 4f;
private void OnEnable()
{
selectedCube = (GameObject) target;
cubeComponent = selectedCube.GetComponent<Cube>();
SceneView.duringSceneGui += CustomUpdate;
}
private void CustomUpdate(SceneView obj)
{
// Debug.Log("CustomUpdate subscribed to the editor application's update delegate.");
Event e = Event.current;
if (e.isKey && e.character =='g')
{
GameObject instantiatedCube = (GameObject) PrefabUtility.InstantiatePrefab(Resources.Load("Cube"));
instantiatedCube.transform.position = selectedCube.transform.position +
(Quaternion.Euler(Random.Range(-180, 180), Random.Range(-180, 180), Random.Range(-180, 180))) * Vector3.forward * Random.Range(0.1f, radius);
}
}
private void OnDisable()
{
SceneView.duringSceneGui -= CustomUpdate;
}
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
// Debug.Log(selectedCube.name);
}
}
Commenting this whole file fixed the issue. So it must be this script.