Comments (2)
Workaround is to insert the following at start of InspectorEditor.OnInspectorGUI():
if (this.target as MeshFilter) { DrawDefaultInspector(); return; }
from naughtyattributes.
Thanks mate. I fixed it more globally. All unity scripts don't have NaughtyAttributes. In that case I use the default inspector.
if (fields.All(f => f.GetCustomAttributes(typeof(NaughtyAttribute), true).Length == 0))
{
this.DrawDefaultInspector();
}
from naughtyattributes.
Related Issues (20)
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from naughtyattributes.