• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
Question by Norax · Jul 10, 2014 at 02:26 PM · c#editorguipropertydrawer

Property Drawer "No GUI implemented" error in Editor

I am reading all the documentation in order and I just found that I am having issues to recreate a Property Drawer example.

After some research, I found this post that ended up being more clear than the documentation itself (despite being the same example): http://forum.unity3d.com/threads/how-do-property-drawer.197228/

I manage to make it compile, but not to work. So I am not sure where it fails, because the code seems to be up and running. Google didn't told me anything useful.

Any idea?

alt text

Thanks in advance.

Edit1:

  // Assets/Scripts/Range/RangeAttribute.cs
 // Assets/Scripts/Editor/RangeDrawerEditor.cs
 // Assets/Scripts/Range/CustomBehaviour.cs

The only diference with the example, is that the 2 non-editor scripts are in a folder called "range". I'm new to this "Property Drawer" thing, and if Im not able to see the example to really see what can offer, I doubt that I will use it on my own code. The documentation examples look unfinished in that part.

propertydrawererror.png (8.8 kB)
Comment
oconnob6
turbolek
bobbaluba
UsefulYdyot

People who like this

4 Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image meat5000 ♦ · Jul 10, 2014 at 02:23 PM 0
Share

You did separate the code into 3 scripts right? Just checking.

Is there any other information you can include?

avatar image Norax · Jul 10, 2014 at 02:27 PM 0
Share
 // Assets/Scripts/Range/RangeAttribute.cs
 // Assets/Scripts/Editor/RangeDrawerEditor.cs
 // Assets/Scripts/Range/CustomBehaviour.cs

The only diference with the example, is that the 2 non-editor scripts are in a folder called "range"

3 Replies

· Add your reply
  • Sort: 
avatar image

Answer by nschrag · Sep 18, 2014 at 04:08 PM

There is in error in the C# documentation for PropertyDrawer. OnGUI needs to be a public override method.

 public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) {
     // GUI Implementation
 }

Comment
BPlunkett2
PoL.
oconnob6
Luna4Dev1
SoylentGraham
JoeStrout
codegasm
ZenUnity
roddles
Vandell
bobbaluba
FL

People who like this

12 Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image nschrag · Sep 18, 2014 at 04:15 PM -1
Share

Reported as bug 634200

avatar image

Answer by alberyjones · Dec 11, 2017 at 03:38 PM

I hit this issue and have figured out the problem. I did a standard override in C# and ended up with a call to the base method:

 public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
 {
     base.OnGUI(position, property, label);
 }

It's the call to the base method that writes the "No GUI implemented" message - presumably to indicate when you haven't overridden it and it just calls the default implementation.

If you comment out or remove the base.OnGui call the problem is resolved :)

Comment
jj_unity328
JohannesMP
Beks_Omega
Zeus433
TrimericCuber
UsefulYdyot
orecros
Bunny83

People who like this

6 Show 0 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image

Answer by erickluiss · Feb 19, 2021 at 03:49 AM

Quite late answer but the solution is simple. Change the "base.OnGUI" method by: EditorGUI.PropertyField() method at the end.

Comment
TrimericCuber
reevthechameleon
unity_HTr7mOeTIRzvVA

People who like this

1 Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image chakaramba · Jan 16 at 09:17 AM 0
Share

Thanks, @erickluiss, that saved me a little time today!

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

7 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Initialising List array for use in a custom Editor 1 Answer

How to properly implement ReorderableList expanding/collapsing in CustomPropertyDrawer? 1 Answer

Multiple Cars not working 1 Answer

Distribute terrain in zones 3 Answers

PropertyDrawer applied to children who have own PropertyDrawer 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges