APK - Doc - V1.7
  • Adventure Puzzle Kit v1.7: Introduction
  • ⭐Getting Started
    • Built-in Setup
    • URP Setup
    • HDRP Setup
  • Managers Explained
    • UI Manager
    • Disable Manager
    • Prompt Manager
  • 🏔️References
  • Setting Up Interactive Objects
  • URP Deferred Rendering?
  • Tag & Layer Reference
  • New FPSController
  • AKItem Explained
  • ⏭️Extending
    • Editor Scripts
    • System Inputs
    • Adding Audioclips
      • Audio Effect Volume
    • System Namespace
    • Adding a Trigger Event
    • Swapping Character Controllers
  • 🛡️System Breakdowns
    • Main Camera Components
    • AK Inventory Canvas
    • Keypad & Phone
    • Note & Letter
    • Door System
    • Themed Key
    • Generator
    • Gas Mask
    • Flashlight
    • Examine
    • Padlock
    • Chess
    • Lever
    • Valve
    • Fuse
    • Safe
  • ❓Support
    • FAQ
    • Examine Issues?
    • Post Processing Errors
    • Examine Text Missing?
    • Yellow Warnings?
    • Item Pickup Range
    • Animation Rotations
    • I can't see new fields / variables?
  • 🌀Development
    • Patch Notes - v1.7
    • Roadmap
  • 📧Contact Me
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  • Scripts with Custom Editors:
  • How to edit these scripts to include new variables:
  1. Support

I can't see new fields / variables?

PreviousAnimation RotationsNextPatch Notes - v1.7

Last updated 6 days ago

Some scripts do have custom editors which mean that if you add fields or variables to the parent script, they won't appear unless you update the custom editor.

Scripts with Custom Editors:

  • AKItem

  • AKUIManager

  • BasicNote

  • BasicReverseNote

  • CustomNote

  • CustomReverseNote

  • ExaminableItem

  • FlashlightItemBaseClass

  • GeneratorItem

  • LeverSystemController

How to edit these scripts to include new variables:

  • Each script that you see in the inspector that uses a custom editor will have a button called "Open Editor Script" - So you can easily access it.

  • Lets take the FlashlightItemBaseClass as an example:

  • You first set the SerializedProperty for the fields you've created in your other script:

SerializedProperty NameOfFieldsFromOtherScript;

Then in OnEnable, you must find that property.

private void OnEnable()
{
    NameOfFieldsFromOtherScript = serializedObject.FindProperty("NameOfFieldsFromOtherScript");
}

In the OnInspectorGUI you must add the field to show the field

public override void OnInspectorGUI()
{
    EditorGUILayout.PropertyField(NameOfFieldsFromOtherScript);
}
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