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Question by Mehd · Apr 10, 2018 at 05:59 PM · editoreditor-scriptingeditorwindoweditorguilayouteditor extension

How can I display a scriptable object in a custom editor ?

Hello,

I'm creating a custom editor for some state machine. For the logic behind my state machine, I created a bunch of classes (StochasticBehaviour, SubBehaviour and Behaviour). For trivial machine, it is possible to edit all of this in the inspector but it quickly become overcrowded there. ;)

Hence the need to create these state machine. However I can't find how to display the properties of the Behaviour in the custom editor. EditorGUI.ObjectField raises an error and so does EditorGUILayout.ObjectField.

Has anyone done this before ? Any tips ? Thanks !

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Answer by Lukas-Wendt · Apr 18, 2018 at 06:17 PM

You can create an editor in OnEnable with Editor.CreateEditor(your scriptable object), and afterwards you can call OnInspectorGUI on that newly created editor.

 using UnityEditor;
 
 public class CustomEditorWindow : EditorWindow
 {
     private Editor m_MyScriptableObjectEditor;
     private MyScriptableObject m_MyScriptableObject;
 
     private void OnEnable()
     {
         // Get a reference to your scriptable object.
         // m_MyScriptableObject = ...
 
         m_MyScriptableObjectEditor = Editor.CreateEditor(m_MyScriptableObject);
     }
 
     private void OnGUI()
     {
         m_MyScriptableObjectEditor.OnInspectorGUI();
     }
 }
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