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3
Question by profound7 · Jan 29, 2017 at 01:06 PM · inspectorpropertyread-onlygetter

How to display computed getter in inspector?

I'm aware of the answers here on how to display public fields as read-only in the inspector, and I'm also aware of [SerializeField] to display private fields, w$$anonymous$$ch is the answer many gave for exposing getter/setter in the inspector.

However, I'd like to expose a read-only value in the inspector that is a getter of a computed value. So the value is not stored in any private fields. I do not wish to add any extra private fields to store the computed result, as there could be many of such getters and I don't wish to bloat it up.

For example:

 public float a;
 public float b;

 // just an example. could be other formula
 [HowToExposeInInspectorAsReadOnly?]
 public float x { get { return a + 2 * b; } } 

So when the values of a and b changes, you can also observe the read-only value of x in the inspector, for debugging purposes.

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Answer by pctroll · Jul 09, 2017 at 03:37 PM

I used a mixed approach.

First, I implemented the solution from @lev-lukomskyi http://answers.unity3d.com/questions/489942/how-to-make-a-readonly-property-in-inspector.html#

Then I used an approach from @mattrix to use the OnValidate event http://answers.unity3d.com/questions/413516/detect-when-a-property-is-changed-on-a-scriptableo.html#

     [Range(1, 100)]
     public int level;
     [ReadOnly]
     public float speed;
     public float speedBase;
     public float speedMultiplier;
 
     private void Awake()
     {
         ComputeValues();
     }
 
     private void OnEnable()
     {
         ComputeValues();
     }
 
     private void OnValidate()
     {
         ComputeValues();
     }
 
     public void ComputeValues()
     {
         speed = (float)level * speedMultiplier * speedBase;
     }


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Answer by NoBrainer-David · Jul 09, 2017 at 05:30 PM

You could implement a custom inspector for that type, call the default inspector and then labels, showing the computed results. T$$anonymous$$s should get you started.

 using UnityEngine;
 using System.Collections;
 using UnityEditor;
 
 [CustomEditor(typeof(MyType))]
 public class MyTypeEditor : Editor
 {
     public override void OnInspectorGUI()
     {
         DrawDefaultInspector();
         
         MyType myObject = (MyType ) target;
 
         EditorGUILayout.LabelField("X x Y: ", myObject.x * myObject.y);
 
     }
 }
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