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Attribute Extensions for Unity

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Top Related Projects

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MyBox is a set of attributes, tools and extensions for Unity

Quick Overview

NaughtyAttributes is a Unity attribute extension library that enhances the Unity Inspector. It provides a set of attributes that can be used to customize how fields and methods are displayed in the Inspector, making it easier to create more intuitive and user-friendly editor interfaces for Unity projects.

Pros

  • Enhances Unity Inspector functionality without requiring custom editor scripts
  • Provides a wide range of attributes for various use cases
  • Easy to implement and integrate into existing Unity projects
  • Improves workflow and productivity for Unity developers

Cons

  • May introduce a dependency on a third-party library
  • Some attributes might not work as expected in certain edge cases
  • Limited customization options compared to writing full custom editor scripts
  • Potential performance impact when overused on large projects

Code Examples

  1. Using the [Button] attribute to create a clickable button in the Inspector:
public class ButtonExample : MonoBehaviour
{
    [Button]
    private void SayHello()
    {
        Debug.Log("Hello from NaughtyAttributes!");
    }
}
  1. Using the [MinMaxSlider] attribute to create a range slider:
public class MinMaxSliderExample : MonoBehaviour
{
    [MinMaxSlider(0, 100)]
    public Vector2 healthRange = new Vector2(30, 70);
}
  1. Using the [ShowAssetPreview] attribute to display a preview of an asset:
public class AssetPreviewExample : MonoBehaviour
{
    [ShowAssetPreview(128, 128)]
    public Texture2D previewTexture;
}

Getting Started

  1. Install NaughtyAttributes in your Unity project:

    • Open the Package Manager (Window > Package Manager)
    • Click the "+" button and choose "Add package from git URL"
    • Enter: https://github.com/dbrizov/NaughtyAttributes.git
  2. Use NaughtyAttributes in your scripts:

using NaughtyAttributes;

public class ExampleScript : MonoBehaviour
{
    [Dropdown("GetDropdownValues")]
    public string selectedOption;

    private List<string> GetDropdownValues()
    {
        return new List<string> { "Option 1", "Option 2", "Option 3" };
    }
}
  1. Build and run your Unity project to see the enhanced Inspector functionality.

Competitor Comparisons

1,905

MyBox is a set of attributes, tools and extensions for Unity

Pros of MyBox

  • More comprehensive set of features, including additional utilities and extensions
  • Actively maintained with frequent updates and new features
  • Includes tools for both editor and runtime, offering a broader range of functionality

Cons of MyBox

  • Larger codebase, potentially leading to increased complexity and learning curve
  • May include features that are not needed for all projects, possibly adding unnecessary overhead
  • Less focused on attribute-based functionality compared to NaughtyAttributes

Code Comparison

MyBox:

[MustBeAssigned]
public GameObject requiredObject;

[Separator]
[AutoProperty]
public float autoProperty;

NaughtyAttributes:

[Required]
public GameObject requiredObject;

[InfoBox("This is an auto-property")]
public float autoProperty { get; set; }

Both libraries offer attribute-based property customization, but MyBox provides additional features like AutoProperty, while NaughtyAttributes focuses on more straightforward attribute implementations. MyBox's codebase is generally more extensive, offering a wider range of tools beyond just attribute-based functionality. NaughtyAttributes, on the other hand, maintains a more focused approach on enhancing Unity's inspector through attributes.

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README

NaughtyAttributes

Unity 2019.4+ openupm License: MIT

NaughtyAttributes is an extension for the Unity Inspector.

It expands the range of attributes that Unity provides so that you can create powerful inspectors without the need of custom editors or property drawers. It also provides attributes that can be applied to non-serialized fields or functions.

Most of the attributes are implemented using Unity's CustomPropertyDrawer, so they will work in your custom editors. The attributes that won't work in your custom editors are the meta attributes and some drawer attributes such as ReorderableList, Button, ShowNonSerializedField and ShowNativeProperty.
If you want all of the attributes to work in your custom editors, however, you must inherit from NaughtyInspector and use the NaughtyEditorGUI.PropertyField_Layout function instead of EditorGUILayout.PropertyField.

System Requirements

Unity 2019.4 or later versions. Don't forget to include the NaughtyAttributes namespace.

Installation

  1. The package is available on the openupm registry. You can install it via openupm-cli.
openupm add com.dbrizov.naughtyattributes
  1. You can also install via git url by adding this entry in your manifest.json
"com.dbrizov.naughtyattributes": "https://github.com/dbrizov/NaughtyAttributes.git#upm"
  1. You can also download it from the Asset Store

Documentation

Support

NaughtyAttributes is an open-source project that I am developing in my free time. If you like it you can support me by donating.

Overview

Special Attributes

AllowNesting

This attribute must be used in some cases when you want meta attributes to work inside serializable nested structs or classes. You can check in which cases you need to use it here.

public class NaughtyComponent : MonoBehaviour
{
    public MyStruct myStruct;
}

[System.Serializable]
public struct MyStruct
{
    public bool enableFlag;

    [EnableIf("enableFlag")]
    [AllowNesting] // Because it's nested we need to explicitly allow nesting
    public int integer;
}

Drawer Attributes

Provide special draw options to serialized fields. A field can have only one DrawerAttribute. If a field has more than one, only the bottom one will be used.

AnimatorParam

Select an Animator paramater via dropdown interface.

public class NaughtyComponent : MonoBehaviour
{
	public Animator someAnimator;

	[AnimatorParam("someAnimator")]
	public int paramHash;

	[AnimatorParam("someAnimator")]
	public string paramName;
}

inspector

Button

A method can be marked as a button. A button appears in the inspector and executes the method if clicked. Works both with instance and static methods.

public class NaughtyComponent : MonoBehaviour
{
	[Button]
	private void MethodOne() { }

	[Button("Button Text")]
	private void MethodTwo() { }
}

inspector

CurveRange

Set bounds and modify curve color for AnimationCurves

public class NaughtyComponent : MonoBehaviour
{
	[CurveRange(-1, -1, 1, 1)]
	public AnimationCurve curve;
	
	[CurveRange(EColor.Orange)]
	public AnimationCurve curve1;
	
	[CurveRange(0, 0, 5, 5, EColor.Red)]
	public AnimationCurve curve2;
}

inspector

Dropdown

Provides an interface for dropdown value selection.

public class NaughtyComponent : MonoBehaviour
{
	[Dropdown("intValues")]
	public int intValue;

	[Dropdown("StringValues")]
	public string stringValue;

	[Dropdown("GetVectorValues")]
	public Vector3 vectorValue;

	private int[] intValues = new int[] { 1, 2, 3, 4, 5 };

	private List<string> StringValues { get { return new List<string>() { "A", "B", "C", "D", "E" }; } }

	private DropdownList<Vector3> GetVectorValues()
	{
		return new DropdownList<Vector3>()
		{
			{ "Right",   Vector3.right },
			{ "Left",    Vector3.left },
			{ "Up",      Vector3.up },
			{ "Down",    Vector3.down },
			{ "Forward", Vector3.forward },
			{ "Back",    Vector3.back }
		};
	}
}

inspector

EnumFlags

Provides dropdown interface for setting enum flags.

public enum Direction
{
	None = 0,
	Right = 1 << 0,
	Left = 1 << 1,
	Up = 1 << 2,
	Down = 1 << 3
}

public class NaughtyComponent : MonoBehaviour
{
	[EnumFlags]
	public Direction flags;
}

inspector

Expandable

Make scriptable objects expandable.

public class NaughtyComponent : MonoBehaviour
{
	[Expandable]
	public ScriptableObject scriptableObject;
}

inspector

HorizontalLine

public class NaughtyComponent : MonoBehaviour
{
	[HorizontalLine(color: EColor.Red)]
	public int red;

	[HorizontalLine(color: EColor.Green)]
	public int green;

	[HorizontalLine(color: EColor.Blue)]
	public int blue;
}

inspector

InfoBox

Used for providing additional information.

public class NaughtyComponent : MonoBehaviour
{
	[InfoBox("This is my int", EInfoBoxType.Normal)]
	public int myInt;

	[InfoBox("This is my float", EInfoBoxType.Warning)]
	public float myFloat;

	[InfoBox("This is my vector", EInfoBoxType.Error)]
	public Vector3 myVector;
}

inspector

InputAxis

Select an input axis via dropdown interface.

public class NaughtyComponent : MonoBehaviour
{
	[InputAxis]
	public string inputAxis;
}

inspector

Layer

Select a layer via dropdown interface.

public class NaughtyComponent : MonoBehaviour
{
	[Layer]
	public string layerName;

	[Layer]
	public int layerIndex;
}

inspector

MinMaxSlider

A double slider. The min value is saved to the X property, and the max value is saved to the Y property of a Vector2 field.

public class NaughtyComponent : MonoBehaviour
{
	[MinMaxSlider(0.0f, 100.0f)]
	public Vector2 minMaxSlider;
}

inspector

ProgressBar

public class NaughtyComponent : MonoBehaviour
{
	[ProgressBar("Health", 300, EColor.Red)]
	public int health = 250;

	[ProgressBar("Mana", 100, EColor.Blue)]
	public int mana = 25;

	[ProgressBar("Stamina", 200, EColor.Green)]
	public int stamina = 150;
}

inspector

ReorderableList

Provides array type fields with an interface for easy reordering of elements.

public class NaughtyComponent : MonoBehaviour
{
	[ReorderableList]
	public int[] intArray;

	[ReorderableList]
	public List<float> floatArray;
}

inspector

ResizableTextArea

A resizable text area where you can see the whole text. Unlike Unity's Multiline and TextArea attributes where you can see only 3 rows of a given text, and in order to see it or modify it you have to manually scroll down to the desired row.

public class NaughtyComponent : MonoBehaviour
{
	[ResizableTextArea]
	public string resizableTextArea;
}

inspector

Scene

Select a scene from the build settings via dropdown interface.

public class NaughtyComponent : MonoBehaviour
{
	[Scene]
	public string bootScene; // scene name

	[Scene]
	public int tutorialScene; // scene index
}

inspector

ShowAssetPreview

Shows the texture preview of a given asset (Sprite, Prefab...).

public class NaughtyComponent : MonoBehaviour
{
	[ShowAssetPreview]
	public Sprite sprite;

	[ShowAssetPreview(128, 128)]
	public GameObject prefab;
}

inspector

ShowNativeProperty

Shows native C# properties in the inspector. All native properties are displayed at the bottom of the inspector after the non-serialized fields and before the method buttons. It supports only certain types (bool, int, long, float, double, string, Vector2, Vector3, Vector4, Color, Bounds, Rect, UnityEngine.Object).

public class NaughtyComponent : MonoBehaviour
{
	public List<Transform> transforms;

	[ShowNativeProperty]
	public int TransformsCount => transforms.Count;
}

inspector

ShowNonSerializedField

Shows non-serialized fields in the inspector. All non-serialized fields are displayed at the bottom of the inspector before the method buttons. Keep in mind that if you change a non-static non-serialized field in the code - the value in the inspector will be updated after you press Play in the editor. There is no such issue with static non-serialized fields because their values are updated at compile time. It supports only certain types (bool, int, long, float, double, string, Vector2, Vector3, Vector4, Color, Bounds, Rect, UnityEngine.Object).

public class NaughtyComponent : MonoBehaviour
{
	[ShowNonSerializedField]
	private int myInt = 10;

	[ShowNonSerializedField]
	private const float PI = 3.14159f;

	[ShowNonSerializedField]
	private static readonly Vector3 CONST_VECTOR = Vector3.one;
}

inspector

SortingLayer

Select a sorting layer via dropdown interface.

public class NaughtyComponent : MonoBehaviour
{
	[SortingLayer]
	public string layerName;

	[SortingLayer]
	public int layerId;
}

inspector

Tag

Select a tag via dropdown interface.

public class NaughtyComponent : MonoBehaviour
{
	[Tag]
	public string tagField;
}

inspector

Meta Attributes

Give the fields meta data. A field can have more than one meta attributes.

BoxGroup

Surrounds grouped fields with a box.

public class NaughtyComponent : MonoBehaviour
{
	[BoxGroup("Integers")]
	public int firstInt;
	[BoxGroup("Integers")]
	public int secondInt;

	[BoxGroup("Floats")]
	public float firstFloat;
	[BoxGroup("Floats")]
	public float secondFloat;
}

inspector

Foldout

Makes a foldout group.

public class NaughtyComponent : MonoBehaviour
{
	[Foldout("Integers")]
	public int firstInt;
	[Foldout("Integers")]
	public int secondInt;
}

inspector

EnableIf / DisableIf

public class NaughtyComponent : MonoBehaviour
{
	public bool enableMyInt;

	[EnableIf("enableMyInt")]
	public int myInt;

	[EnableIf("Enabled")]
	public float myFloat;

	[EnableIf("NotEnabled")]
	public Vector3 myVector;

	public bool Enabled() { return true; }

	public bool NotEnabled => false;
}

inspector

You can have more than one condition.

public class NaughtyComponent : MonoBehaviour
{
	public bool flag0;
	public bool flag1;

	[EnableIf(EConditionOperator.And, "flag0", "flag1")]
	public int enabledIfAll;

	[EnableIf(EConditionOperator.Or, "flag0", "flag1")]
	public int enabledIfAny;
}

ShowIf / HideIf

public class NaughtyComponent : MonoBehaviour
{
	public bool showInt;

	[ShowIf("showInt")]
	public int myInt;

	[ShowIf("AlwaysShow")]
	public float myFloat;

	[ShowIf("NeverShow")]
	public Vector3 myVector;

	public bool AlwaysShow() { return true; }

	public bool NeverShow => false;
}

inspector

You can have more than one condition.

public class NaughtyComponent : MonoBehaviour
{
	public bool flag0;
	public bool flag1;

	[ShowIf(EConditionOperator.And, "flag0", "flag1")]
	public int showIfAll;

	[ShowIf(EConditionOperator.Or, "flag0", "flag1")]
	public int showIfAny;
}

Label

Override default field label.

public class NaughtyComponent : MonoBehaviour
{
	[Label("Short Name")]
	public string veryVeryLongName;

	[Label("RGB")]
	public Vector3 vectorXYZ;
}

inspector

OnValueChanged

Detects a value change and executes a callback. Keep in mind that the event is detected only when the value is changed from the inspector. If you want a runtime event, you should probably use an event/delegate and subscribe to it.

public class NaughtyComponent : MonoBehaviour
{
	[OnValueChanged("OnValueChangedCallback")]
	public int myInt;

	private void OnValueChangedCallback()
	{
		Debug.Log(myInt);
	}
}

ReadOnly

Make a field read only.

public class NaughtyComponent : MonoBehaviour
{
	[ReadOnly]
	public Vector3 forwardVector = Vector3.forward;
}

inspector

Validator Attributes

Used for validating the fields. A field can have infinite number of validator attributes.

MinValue / MaxValue

Clamps integer and float fields.

public class NaughtyComponent : MonoBehaviour
{
	[MinValue(0), MaxValue(10)]
	public int myInt;

	[MinValue(0.0f)]
	public float myFloat;
}

inspector

Required

Used to remind the developer that a given reference type field is required.

public class NaughtyComponent : MonoBehaviour
{
	[Required]
	public Transform myTransform;

	[Required("Custom required text")]
	public GameObject myGameObject;
}

inspector

ValidateInput

The most powerful ValidatorAttribute.

public class _NaughtyComponent : MonoBehaviour
{
	[ValidateInput("IsNotNull")]
	public Transform myTransform;

	[ValidateInput("IsGreaterThanZero", "myInteger must be greater than zero")]
	public int myInt;

	private bool IsNotNull(Transform tr)
	{
		return tr != null;
	}

	private bool IsGreaterThanZero(int value)
	{
		return value > 0;
	}
}

inspector