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Describe the problem or limitation you are having in your project
You can only nest inspector groups as follows:
Category -> Group -> Subgroup
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Add a depth parameter to Subgroup declaration, and allow the user to manually add additional nesting. If it's visually unappealing, then that's on us. If no parameter is provided, a new group, or new category is added, then collapse the state back to the current implementation (Three levels of Nesting).
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Do what you're doing, but account for more deeply nested Nodes in the Inspector. Take the user-provided parameter, and search to the appropriate parent-child depth.
Alternately, be a little more sophisticated about it, and use dedicated attributes, or additional language in the _GetPropertyList dictionaries, to track and manipulate the nesting depth.
I suppose that my proposal would suggest that you support the above as an option, but if you can do this, then you probably just make them all a 'Group', rather than having 'Group' and 'Subgroup', and then just let the user define the depth of nesting.
If this enhancement will not be used often, can it be worked around with a few lines of script?
No.
Is there a reason why this should be core and not an add-on in the asset library?
In this case, less isn't more.
The text was updated successfully, but these errors were encountered:
Calinou
changed the title
More Deeply Nested Subgroups
Allow property subgroups to be more deeply nested
Oct 25, 2024
Calinou
changed the title
Allow property subgroups to be more deeply nested
Allow custom property subgroups to be more deeply nested in the inspector
Oct 25, 2024
builder.AddGroup("Subsurface");builder.AddSubgroup("Strangers");builder.Add<Texture2D>("Stranger Eye Hole (Filled)");builder.Add<Texture2D>("Stranger Eye Hole (Open)");builder.Add<Texture2D>("Stranger Eye Ring (Fleshy)");builder.Add<Texture2D>("Stranger Eye Ring (Metallic)");builder.Add<Texture2D>("Stranger Eyeball");builder.Add<Texture2D>("Stranger Iris");builder.Add<Texture2D>("Stranger Pupil");builder.AddSubgroup("Strangers/Structure");<--This bit here does exactly what I described through naming.builder.Add<Texture2D>("Subsurface Background");
Disregard my helper methods for managing Inspector properties. The gist of it is that greater depth can already be controlled just by putting an additional slash in the name.
Describe the project you are working on
A 2D game about vampires
Describe the problem or limitation you are having in your project
You can only nest inspector groups as follows:
Category -> Group -> Subgroup
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Add a depth parameter to Subgroup declaration, and allow the user to manually add additional nesting. If it's visually unappealing, then that's on us. If no parameter is provided, a new group, or new category is added, then collapse the state back to the current implementation (Three levels of Nesting).
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Do what you're doing, but account for more deeply nested Nodes in the Inspector. Take the user-provided parameter, and search to the appropriate parent-child depth.
Alternately, be a little more sophisticated about it, and use dedicated attributes, or additional language in the _GetPropertyList dictionaries, to track and manipulate the nesting depth.
I suppose that my proposal would suggest that you support the above as an option, but if you can do this, then you probably just make them all a 'Group', rather than having 'Group' and 'Subgroup', and then just let the user define the depth of nesting.
If this enhancement will not be used often, can it be worked around with a few lines of script?
No.
Is there a reason why this should be core and not an add-on in the asset library?
In this case, less isn't more.
The text was updated successfully, but these errors were encountered: