unit – The rotation of a game object in the inspector does not change direction

When I add a cube to a scene, the blue axis (= in front) of the cube points in a certain direction.

When I now replace the Y rotation of the cube by 90 in the inspector, the blue arrow does not rotate.

I would have expected him to rotate with the rotation I've set for the cube.

What is happening here?

To explain in more detail why it bothers / defies me:

I want to rebuild the RE4 inventory (which is the actual 3D). The objects of this inventory can be moved in the "grid":

enter the description of the image here

To do this, I created a suitcase and then added a firearm:

enter the description of the image here

As can be seen, I correctly assigned the direction of face: the blue axis (= forward) points in the direction of the gun.

Now, I wanted to rotate the gun so that it appears as in the original RE4 inventory.

To do this, I apply a rotation of Y = -90.

The gun looks correctly now:

enter the description of the image here

However, the blue axis is now facing the wrong direction in my opinion. Why does not it turn with the rotation of the game object?

This really disturbs me because now, when I want to move the gun to the left or the right, I have to change the value of its position X instead of changing the value of the Z position.

That seems to me wrong.

Can someone tell me what I miss here?

Thank you.

enter the description of the image here

unit – Is it possible to customize the Scriptableobject Inspector for single-level data without using PropertyDrawers?

I've invented a new innovative game mechanic for Bricker Breaker Quest and I want to create a quick prototype to recruit a game development team. After losing a week looking for the best way to easily represent simple level data, I started to reluctantly use Scriptableobjects. Each level is defined as a list, where:

Public class Block: MonoBehaviour, IComparer
public int x;
public int y;

public int lives = 0;

How to correctly serialize the Block object in order to be able to enter the integers X, Y and Lives directly in the inspector? As a quick hack, I created a list instead of the blocking list and use the Z input field to enter the lives. It may seem excessive to create a PropertyDrawer only to rename a field.

Any other advice is appreciated.

Charts – Ubuntu Beta 19.03 does not have a GTK Inspector and I just want a terminal border


gsettings set org.gtk.Settings.Debug enable-inspector-keybinding true

does not work because I do not have the debug directory under Settings …

I managed to use the variable tho and I got this

(Do not stick it because I thought it would be relevant to keep it as an image)

I am completely stuck, help?

unit – How to use EditorGUI.indentLevel ++; to build the right structure in my Inspector editor script?

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

Public class DialogueTriggerEditor: Publisher
private conversions of SerializedProperty;

private canceled OnEnable ()
_conversations = serializedObject.FindProperty ("conversations");

public override void OnInspectorGUI ()
//base.OnInspectorGUI ();

serializedObject.Update ();

_conversations.arraySize = EditorGUILayout.IntField ("Conversation Size", _conversations.arraySize);

for (int x = 0; x <_conversations.arraySize; x ++)
var conversation = _conversations.GetArrayElementAtIndex (x);

var conversationName = conversation.FindPropertyRelative ("conversationName");

EditorGUI.indentLevel ++;
EditorGUILayout.PropertyField (conversationName);

EditorGUI.indentLevel ++;
var _dialogues = conversation.FindPropertyRelative ("Dialogues");

_dialogues.arraySize = EditorGUILayout.IntField ("Dialog Size", _dialogues.arraySize);

for (int i = 0; i < _dialogues.arraySize; i++)
                var dialogue = _dialogues.GetArrayElementAtIndex(i);
                EditorGUILayout.PropertyField(dialogue, new GUIContent("Dialogue " + i), true);


            if (_dialogues.arraySize > 0)
if (GUILayout.Button ("Save Conversation"))



serializedObject.ApplyModifiedProperties ();

I use in some places the EditorGUI.indentLevel ++; but the result is as follows:


But I want it to be like this:

Conversation size
Conversation name
Dialogue size
Conversation name
Dialogue size
Conversation name
Dialogue size
Conversation name
Dialogue size

Here's how it should look in the inspector.

The problem is in this part:

EditorGUI.indentLevel ++;
EditorGUILayout.PropertyField (conversationName);
EditorGUI.indentLevel ++;
var _dialogues = conversation.FindPropertyRelative ("Dialogues");
_dialogues.arraySize = EditorGUILayout.IntField ("Dialog Size", _dialogues.arraySize);

I can not make the "conversation" call "dialogue" and "dialog size" as I wanted.

The "dialogues" are good but the others are not.

desktop application – How to choose between a popover window, an inspector or a toolbar to modify the properties?


Apple says in their Human Interface Guidelines:

Use a popover to display a small amount of information or features. As a popover disappears after the user uses it, limit the number of features that it contains to a few related tasks.

Side bars

There are common usage patterns, depending on the position of the sidebar.

Left bars: often used for navigation

Again referring to the Human Interface Guidelines:

Consider using a sidebar to allow users to interact with file-based data without exposing it to the file system. Regarding the thoroughness of file management, a sidebar summarizes the files into elements and containers specific to the application. For example, iTunes allows users to browse and manage media files such as songs, podcasts, and movies with the help of libraries and playlists, without having to interact with the file system.

An example of a file browser:
enter the description of the image here

Atom editor. This is a common model for IDEs
enter the description of the image here

Right Sidebar: Often Called Inspector Panel

Inspector panels or property sheets are used when you want to review details, edit properties, but you do not want to isolate or explore a separate view.

This allows you to examine a potentially large amount of detailed information while keeping the context of the whole.

An example is Omnifocus, the application of task management:

enter the description of the image here

Note that the left allows me to navigate my projects.

the Inspector panel allows me to review the details of my task (deadlines, notes and status).

Since a task is one of the aspects of a larger object (the project), I would lose the ability to continue analyzing and scrolling through the list of tasks if I was sent to a new screen every time.


These are used in content creation, often in the manipulation of complex objects and graphic editing.

They are also an example of many icons displayed without support text labels, often because of the space.

Since these applications are often used frequently and for long sessions, they are intended for experienced users.

Choose a tool in the left toolbar:

In Adobe Photoshop, users can either:

  • Add an object to document (form, text, lines)
  • To select or crop a region of the document
  • Edit existing objects in the document (blur, dodge, etc.)
  • Navigate (zoom, panoramic)

enter the description of the image here

Unity editor, horizontal line in the inspector

Public static class EditorGUILayoutUtility
public static readonly Color DEFAULT_COLOR = new Color (0f, 0f, 0f, 0.3f);
public static read-only Vector2 DEFAULT_LINE_MARGIN = new Vector2 (2f, 2f);

public const float DEFAULT_LINE_HEIGHT = 1f;

public static vacuum HorizontalLine (color, float height, margin Vector2)
GUILayout.Space (margin.x);

EditorGUI.DrawRect (EditorGUILayout.GetControlRect (false, height), color);

GUILayout.Space (margin.y);
blank static public HorizontalLine (Color Color, Floating Height) => EditorGUILoutUtility.HorizontalLine (color, height, DEFAULT_LINE_MARGIN);
blank static public HorizontalLine (Color color, Vector2 margin) => EditorGUILoutUtility.HorizontalLine (color, DEFAULT_LINE_HEIGHT, margin);
public static static HorizontalLine (float height, Vector2 margin) => EditorGUILoutoutUtility.HorizontalLine (DEFAULT_COLOR, height, margin);

public static empty HorizontalLine (Color color) => EditorGUILoutoutUtility.HorizontalLine (color, DEFAULT_LINE_HEIGHT, DEFAULT_LINE_MARGIN);
public static static HorizontalLine (float height) => EditorGUILoutoutUtility.HorizontalLine (DEFAULT_COLOR, height, DEFAULT_LINE_MARGIN);
public static static HorizontalLine (Vector2 margin) => EditorGUILoutoutUtility.HorizontalLine (DEFAULT_COLOR, DEFAULT_LINE_HEIGHT, margin);

public static empty HorizontalLine () => EditorGUILayoutUtility.HorizontalLine (DEFAULT_COLOR, DEFAULT_LINE_HEIGHT, DEFAULT_LINE_MARGIN);

#end if


public override void OnInspectorGUI ()
base.OnInspectorGUI ();

EditorGUILayout.BeginVertical ();

EditorGUILayoutUtility.HorizontalLine (new Vector2 (20f, 20f));

EditorGUILayout.EndVertical ();

Will give this result.

Draw a line Result

unit – How to create a drop-down list of selectable methods on the inspector

Something like the inspector of the event animation:

example of drop-down menu

but only the specific static and static classes and methods will be displayed.

UnityEvent will show something like this:

example of unity event But I want to limit them so that the designer does not have to choose a specific class and the GameObject, MonoBehavior, Transform methods are not displayed.

c # – Inspector Unit | Display of min and max variables on one line

In a C # Unity script, how do I add fields to display in the Unity Inspector with the min and max values ​​on a single line? (as for the particle system, where you can choose Between two constants)

WHAT I AI | Separate lines for min and max:

enter the description of the image here

WHAT I WOULD LIKE: One line with min and max:

enter the description of the image here

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javascript – Firefox makes it too fast – but not with Element Inspector open

I'm developing a web-based data table, similar to Excel, that can handle very large tables. But I have trouble making it work properly in Firefox.
When I scroll the table, it flashes and takes a very short time to display again. It works perfectly in Chrome and Opera.

So this week, I was trying to check the code using the Firefox Element Inspector and, to my surprise, I noticed that as long as the Inspector is open, the array works exactly as expected!
My theory is that Firefox may be too fast compared to Chrome and Opera, and that when I activate the inspector, it slows down one way or another.

I would like to understand this behavior in order to be able to change the code of my table to adapt it to the timing of Firefox. Everyone of you knows how to explain what happens in the Inspect mode so that things happen at the right time for my table.
I use pure JS.