Unity3D: using ReorderableList in Custom Editor


ReorderableList is not a widely used class in Unity3D, but good use of it can make your custom editor more professional.

ReorderableList[5]

This article walks through the typical use of ReorderableList.

  • Create a class, let’s call it Country:

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  • Create a MonoBehaviour class, define a list of Countries in it

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  • Now create a custom Editor

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    • Declare a ReorderableList instance (1)
    • Associate this instance with the List<Country> SupportedLanguageList instance in previous MonoBehaviour class
    • Call the DoLayoutList() function in OnInspectorGUI() function

  • Now your UI should look like this:

ReorderableList

Now we can do several enhancement upon this default UI:

Add below code in OnEnable function of your custom Editor to fine tune the appearance:

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Now your UI should look like this:

image

Now Let’s change the header of this control:

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Now your UI should look like this:

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And you have definite unlimited degree to customize this sortable, draggable list!

  • It should be note that in your model class (e.g. Country in this case), you must define the exposed field as public field, not a property! Otherwise, when calling

var name = element.FindPropertyRelative(“Name”);

you will get null!

  • It should also be note that you should include the namespace:

using UnityEditorInternal;

2 thoughts on “Unity3D: using ReorderableList in Custom Editor

  1. Good article. One minor detail though:
    “It should be note that in your model class (e.g. Country in this case), you must define the exposed field as public field, not a property!” Good, clean practice would be to use a private field with [SerializeField] attribute and a property to access the field via code., i.e.

    [ SerializeField ]
    private bool isGmOnlyViewable = true;
    public bool IsGmOnlyViewable { get => isGmOnlyViewable; set => isGmOnlyViewable = value; }

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