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Expanded test case below. Turning methods into buttons does not always place them last in the inspector.
I did some quick experiments, and inverting the order in OrderByAttributeThenByMemberType() does make the buttons show up first even when group attributes are involved.
using UnityEngine;using Alchemy.Inspector;publicclassOops:MonoBehaviour{[SerializeField]string[]goodStrings={"foo","bar"};[SerializeField,TabGroup("Bad Zone")]string[]badStrings={"boo","far"};[SerializeField,TabGroup("Another Tab"),ListViewSettings(ShowFoldoutHeader =false)]string[]fineStrings={"fixed by removing the foldout with ListViewSettings","goo","tar"};[SerializeField,FoldoutGroup("Foldouts are okay")]string[]goodStrings2={"foo","bar"};[SerializeField]stringtest;[Button]voidreticulateSplines(){
Debug.Log("Reticulating splines...");}[Button(useParameters:false)]voidPerformAction(stringparamToIgnore,intnumber=100){
Debug.Log($"Count: {number}");}[Button]voidMoreMethod(intnumberOfFoos=50){
Debug.Log($"FooAmount: {numberOfFoos}");}}
The text was updated successfully, but these errors were encountered:
Expanded test case below. Turning methods into buttons does not always place them last in the inspector.
I did some quick experiments, and inverting the order in OrderByAttributeThenByMemberType() does make the buttons show up first even when group attributes are involved.
The text was updated successfully, but these errors were encountered: