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2
Question by feanix · Jan 09, 2012 at 01:32 AM · c#inspectorunity 3.5

Unity 3.5 C# Custom Inspector; Multi-Editing Not Supported

I'm using this code to try to make a custom inspector:

 using UnityEngine;
 using UnityEditor;
 using System.Collections;
 using System.Collections.Generic;
 
 
 [CustomEditor(typeof(Door))]
 public class DoorEditor : Editor {
       
 }

I get the error message "Multi-editing is not supported." What am I doing wrong to cause this?

alt text

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avatar image dreammakersgroupAdmin · Jan 10, 2012 at 07:38 AM 0
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are your class (DoorEditor) in (DoorEditor.cs)file i had same problem today, i fix it by rena$$anonymous$$g my class name

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Answer by Ippokratis · Feb 19, 2012 at 07:41 AM

According to http://unity3d.com/support/documentation/ScriptReference/Editor.html You should add @CanEditMultipleObjects in UnityScript

[CanEditMultipleObjects] in C#.

Hence, the correct code is

using UnityEngine; using UnityEditor; using System.Collections; using System.Collections.Generic;

[CanEditMultipleObjects] [CustomEditor(typeof(Door))] public class DoorEditor : Editor {

}

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avatar image stfx · Mar 20, 2012 at 10:03 PM 1
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This is optional and is in no way required

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Answer by Kryptos · Jan 10, 2012 at 08:28 AM

Editor classes and runtime classes should be in separate source files, as they will be compiled in separate assemblies.

Also make sure that there is only one custom editor for a given class.

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Answer by dreammakersgroupAdmin · Jan 10, 2012 at 08:56 AM

I had same problem today I fix it the problem was the class name is not same of script file name are your class (DoorEditor) in (DoorEditor.cs) file?

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Answer by stfx · Mar 20, 2012 at 10:00 PM

The editor class must also be in a directory called Editor ;)

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Answer by TpkQ91 · Nov 07, 2013 at 05:25 PM

Hey, just came across the same problem. Try placing the Custom Editor Script Inside a Folder named "Editor" inside your Projects Asset Folder (If you don't already have one, just create one). Fixed the problem for me :)

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