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3
Question by FeastSC2 · Jul 14, 2017 at 07:27 AM · inspector

List of tags in the inspector

Is there a way to have a dropdown of all the tags available in the inspector attached to a script? Exactly like LayerMask but for tags or like the Camera component has (Culling Mask).

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Answer by SohailBukhari · Jul 14, 2017 at 07:47 AM

There is an EditorGUI.TagField function that displays a menu of tags

Edit: Creating the PropertyDrawer


The following code has been based on the TagSelector attribute. I have made some adjustments to extend the use of the attribute and make it easier to extend upon.

Just as with the Hiding or Disabling inspector properties using PropertyDrawers within Unity 5 article, the TagSelectorPropertyDrawer script needs to be placed inside of an editor folder within the project.

TagSelector Attribute

 using UnityEngine;
  
 public class TagSelectorAttribute : PropertyAttribute
 {
     public bool UseDefaultTagFieldDrawer = false;
 }

TagSelectorPropertyDrawer

 using UnityEngine;
 using UnityEditor;
 using System.Collections.Generic; 
 [CustomPropertyDrawer(typeof(TagSelectorAttribute))]
 
 [CustomPropertyDrawer(typeof(TagSelectorAttribute))]
 public class TagSelectorPropertyDrawer : PropertyDrawer
 {
 
     public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
     {
         if (property.propertyType == SerializedPropertyType.String)
         {
             EditorGUI.BeginProperty(position, label, property);
 
             var attrib = this.attribute as TagSelectorAttribute;
 
             if (attrib.UseDefaultTagFieldDrawer)
             {
                 property.stringValue = EditorGUI.TagField(position, label, property.stringValue);
             }
             else
             {
                 //generate the taglist + custom tags
                 List<string> tagList = new List<string>();
                 tagList.Add("<NoTag>");
                 tagList.AddRange(UnityEditorInternal.InternalEditorUtility.tags);
                 string propertyString = property.stringValue;
                 int index = -1;
                 if (propertyString == "")
                 {
                     //The tag is empty
                     index = 0; //first index is the special <notag> entry
                 }
                 else
                 {
                     //check if there is an entry that matches the entry and get the index
                     //we skip index 0 as that is a special custom case
                     for (int i = 1; i < tagList.Count; i++)
                     {
                         if (tagList[i] == propertyString)
                         {
                             index = i;
                             break;
                         }
                     }
                 }
 
                 //Draw the popup box with the current selected index
                 index = EditorGUI.Popup(position, label.text, index, tagList.ToArray());
 
                 //Adjust the actual string value of the property based on the selection
                 if (index == 0)
                 {
                     property.stringValue = "";
                 }
                 else if (index >= 1)
                 {
                     property.stringValue = tagList[index];
                 }
                 else
                 {
                     property.stringValue = "";
                 }
             }
 
             EditorGUI.EndProperty();
         }
         else
         {
             EditorGUI.PropertyField(position, property, label);
         }
     }
 }

Using the attribute

In order to use the attribute all you have to do is add the attribute in front of a string or string array property.

 using UnityEngine;
 using System.Collections;
  
 public class TagSelectorExample : MonoBehaviour
 {
     [TagSelector]
     public string TagFilter = "";
  
     [TagSelector]
     public string[] TagFilterArray = new string[] { };
 }

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avatar image FeastSC2 · Jul 14, 2017 at 07:58 AM 1
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Cool, I'll have to figure out how to use EditorGUI to extend my script that inherits from $$anonymous$$onoBehaviour then I suppose.

I've only ever used EditorGUI when inheriting from EditorWindow so far, so I don't know how to do that but surely I'll find out soon enough. Thanks.

avatar image Nikaas · Oct 06, 2017 at 09:13 PM 3
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The code in this answer is taken from http://www.brechtos.com/tagselectorattribute/ but it is not mentioned

avatar image sketchygio Nikaas · Oct 12, 2017 at 05:07 AM 0
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Edit: Totally misread your comment. Ignore me.

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