Entire components
Last updated
Last updated
In addition to revealing individual properties, sometimes it's more handy to reveal entire components at once. This can be very useful to speed up the process of adding several properties.
In addition, it can be a way to get the UI of a property that was drawn in a very specific way in the original component it belongs to, where adding the single property wouldn't give the same result.
To reveal a component, you can do it in two ways:
This is done exactly as it's done for properties.
Click on the Show available properties and methods button on the BlackBox, and expand the foldouts until you arrive to the component you're interested in.
Components are preceded by a small [C] letter:
Press the [+] button to add the component to the reveal list. The component will be visualised as a collapsed foldout in Prefab Mode, in order not to take too much space:
When seeing the object in the scene though, the component is shown with all its properties, and all the eventual custom property drawers:
When a component is revealed in its entirety, BlackBox hides the property that identifies the script used (the SerializedProperty m_Script
), for the sake of brevity.
Just like for properties, components can also be revealed in context. While you have the right GameObject selected, right-click the component's title bar and choose BlackBox > Entire Component > Reveal in..., like so:
First List, Second List... what are they?
Unfortunately, a Unity limitation means we can't display the custom names that you might have assigned to Reveal lists, and that's why they are displayed as First List, Second List, etc. up to 5 lists.
To add components to a higher number list, you can move the list in one of the first 5 positions, add the component, and move it back (using the reorder buttons in Edit mode).