We’ve built Odin Inspector to make it easy to build powerful and user-friendly editors for yourself and your entire team, making it easier for developers and designers alike to use Unity more efficiently. So, what does this mean?
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It means that Odin is super extendable, easily integratable and includes full source code access. Read on below to find out how Odin deals with Serialization, Input Validation, Value Dropdowns, Powerful Lists, Customizable Layouts, Color Palettes, Asset Lists and more!
We’re on a mission to build the best inspector and serializer ever for Unity, and we’re proud to soon allow you all to be able to see for yourself why we’re so hyped about this release!
Be sure to check out the to-do list at the end of this post to let us know which of the features you want the most and leave additional feedback/ideas.
Odin Inspector & Serializer has been developed by the fantastic team at Sirenix, and published by Devdog.
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Main Features
Serialize Anything!
A simple, straight-forward data structure is often the way best way to go, but there are times where you simply need to serialize that complex generic, polymorphic type with cyclic references. This is where our custom serialization protocol comes into play.
You can either inherit from one of our many in-built serialized classes, such as SerializedMonoBehaviour and SerializedScriptableObject, or add a few lines of code to your existing classes.
Oh, and in case you were wondering, it has:
- Full support for polymorphism, cyclic references and null values
- Full prefab support
- Serialize delegates
- Built in Binary and Json Formatters
- High performance and close to zero garbage generation
- Follows all Microsft’s .NET serialization standards
- Customize serialization by creating your own type formatters and data formats
- Supports external references to objects such as Unity objects and assets.
- Special editor-only node format is mergeable via source control
Input Validation
Bugs are often caused when a designer doesn’t know how a component works and accidentally sets an invalid value. This causes many errors, and can waste a lot of time that might have been productive while they look it up in a manual or consult with the developer who wrote the component.
Odin lets you easily write custom validation logic to ensure only correct values are set, and lets you give sensible feedback right in the inspector. Providing informative warnings, or simply disallowing invalid values, goes a long way towards minimizing the amount of potential bugs and smoothing out your workflow.
- Write custom input validation logic
- Prevent invalid values from being set
- Give designers useful feedback in the inspector
- Provide custom conditional UI messages for any property
- Use built-in attributes such as SceneObjectsOnly and AssetsOnly
Powerful Lists
All arrays and lists are drawn by our powerful list drawer.
- Drag and drop, insert and delete individual items
- Cross-list and even cross-window item dragging
- Paging for lists with many items
- Infinite nested list drawing
- Fully customizable though settings and / or using attributes
Customizable Layouts
Properly ordering, labeling, hiding and grouping your properties helps the user to faster find what they are looking for.
- Group properties into Tab Groups, Foldout Groups, Toggle Groups, Horizontal Groups, Button Groups and more
- Hide or show or enable or disable properties based on your custom conditions
- Mark properties readonly or disabled
- Custom property ordering
- Hide or rename labels entirely
- Display custom messages based on values
- Easily draw custom GUI before or after properties
And much much more!..
Color Palettes
Define project-based color palettes for your whole team to share, and mark relevant color properties to show a color palette right next to the color picker.
- Works with all Unity’s Color types
- Palettes are stored as an asset, making the entire team share the same color palettes
- Easily create new custom color palettes
Value Dropdowns
One way of easily preventing invalid values from being set, is by providing the user with a list of valid values to choose from.
The ease of dropdown selection is no longer limited to just enums. Odin lets you create a dropdown with value of any type to choose from.
- Create dropdowns for any type
- Manually specify name for items that do not implement .ToString() properly
Asset Lists
Finding the right assets can sometimes be a hurdle in big projects with lots of files. The AssetList attribute replaces the default list drawer, with a toggle-list of all relevant assets relevant to your use case. The user can then toggle relevant assets in and out of your list.
- Filter the asset list by folder location, tags, layers, name prefixes, etc…
- Only shows assets assignable to your list type
- Works on all asset types, including components on prefabs
- Auto populate mode that automatically adds all relevant assets in the list
- Easily create new assets that meet your constraints
But most importantly! Odin is fully customizable
We make it easy to configure how you want the inspector to act in your project, and trivial to create new configurations for your own custom drawer types.
- Customize the inspector to suit your needs and preferences
- Create integrated configurations for your own drawers
We’ve spent the last 8 months developing Odin, and after a beta test to perfect it, we’ll release it at a release-discount on the Asset Store. So be sure to check back as soon as it is released.
We’ll continually improve upon Odin, so we’re looking for feedback on which features from the To-Do List you’d like to see developed first.
To-Do List:
- Save play mode changes
- Delegate Drawer for any delegate type
- Dictionary Drawer
- Adding a static inspector
- In-line Unity object editing (expand a Unity object into a dropdown instead of changing inspector window to view its values)
- Object snapshots / restore feature allowing you to restore an object to previously saved states
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- Your friends at Devdog and Sirenix.