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inspectorfoldoutgroup's Issues

"expanded" bool is never saved

You've probably moved on and abandoned this project, but I'm reporting this issue anyway because it makes the "InspectorFoldoutGroup" scripts unusable -- and I would very much like to use them for my game project:

The "expanded" bool that defines the folded state of a Foldout group is never saved.
When you deselect an object that uses the Foldout groups, or when you simply run the game in the editor, the Foldout groups are immediately closed. All of them.
Of course normally you would expect them to remember their last state, so that you don't have to reopen them by hand all the time.
(I'm on Unity 2018.3.6f1 btw.)

Doesn't work

Imported: "Homebrew" folder from zip

Console: missing a using directive in "EditorOverride.cs" (using Homebrew; - not found)

Removed - no errors found

Try: [Foldout("sample")] var myVar; - nothing appear in Inspector.

-any fix?-

RenderStaticPreview

If override RenderStaticPreview in editor plugin then foldout stopped drawing.

Love You m8

Best fucking editor script ive seen in my life. <3

Foldout attribute looks off in Unity versions 2019/2020

In Unity versions 2017/2018 the foldout attribute looked identical to the gifs on this repo but in later versions of Unity the way the foldout is rendered looks off? The arrow isn't in line (top left of image) and there's now block-coloured rectangles around each variable (not sure if this is intended - it wasn't like that before).

image

Windows Registry Leak Flaw

EditorPrefs.SetBool(string.Format($"{c.Value.atr.name}{c.Value.props[0].name}{target.GetInstanceID()}"), c.Value.expanded);

InstanceIDs are not constant and changing all the time, for every different object, for every different scene, for every different Unity session and for every play mode change. So you're constantly filling Windows Registry by setting new bools for all foldout changes. And registry record changes the name with foldout name so after a while, it is hard to keep track, they're all over the place.

My Unity registry 20-30x bigger size right now with all temporarily used instance ids.

Also the behavior was wrong so I was changed a while ago. Because I don't want to set foldout expand seperately for every object, they should have all expanded or all folded for same foldout with single click, like as Unity foldouts.

EditorPrefs.SetBool(string.Format($"{c.Value.atr.name}{c.Value.props[0].name}"), c.Value.expanded);
This is better behavior and also won't create thousands of registry.

SerializeEverything

Is it possible when using foldEverything to add an option to serialize all fields in the group?
Saves having to add the [SerializeField] attribute to every line.

Thanks!

Doesn't work with Unity 2018.2.17 :-(

I have Unity 2018.2.17 and it doesn't work with this version.
I am attaching the screenshot to make it clear. Still hoping that you fix that really soon.

Please fix this issue, Although I have given you a star and really appreciate the effort. Waiting for a fix.
notworking_1
notworking_2

Simple classes support?

Array items made of simple classes doesn't fold:

[System.Serializable]
public class Player
{
	[Foldout("DATA OBJECT", true)] 
	public int hp;
	public int attack = 20;
	[Foldout("DATA ATTACK")] 
	public int AT;
}

public class PlayerManager : Monobehaviour 
{
       public List<Player> _Players;
}

Doesn't work in Unity 2019.4.18f1 LTS

The foldout doesn't even show in inspector. No error found in code or Unity itself.
Yet, the attribute works fine in 2020.2.1f1 and others 2020 versions. If any one find a fix to it, please feel free to share.

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