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NaughtyAttributes

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Attribute Extensions for Unity

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About

Attribute Extensions for Unity

NaughtyAttributes

NaughtyAttributes is an extension for the Unity Inspector.

It expands the range of attributes that Unity provides so that you can create powerful inspectors without the need of custom editors or property drawers. It also provides attributes that can be applied to non-serialized fields or functions.

Most of the attributes are implemented using Unity's CustomPropertyDrawer, so they will work in your custom editors. The attributes that won't work in your custom editors are the meta attributes and some drawer attributes such as ReorderableList, Button, ShowNonSerializedField and ShowNativeProperty. If you want all of the attributes to work in your custom editors, however, you must inherit from NaughtyInspector and use the NaughtyEditorGUI.PropertyField_Layout function instead of EditorGUILayout.PropertyField.

Documentation

Installation

NaughtyAttributes requires 2022.3 or later versions.

  1. The package is available on the openupm registry. You can install it via openupm-cli.
openupm add com.dbrizov.naughtyattributes
  1. You can also install via git url by adding this entry in your manifest.json
"com.dbrizov.naughtyattributes": "https://github.com/dbrizov/NaughtyAttributes.git#upm"
  1. You can also download it from the Asset Store

Overview

Special Attributes

AllowNesting

This attribute must be used in some cases when you want meta attributes to work inside serializable nested structs or classes. You can check in which cases you need to use it here.

public class NaughtyComponent : MonoBehaviour
{
    public MyStruct myStruct;
}

[System.Serializable]
public struct MyStruct
{
    public bool enableFlag;

    [EnableIf("enableFlag")]
    [AllowNesting] // Because it's nested we need to explicitly allow nesting
    public int integer;
}

Drawer Attributes

Provide special draw options to serialized fields. A field can have only one DrawerAttribute. If a field has more than one, only the bottom one will be used.

AnimatorParam

Select an Animator paramater via dropdown interface.

public class NaughtyComponent : MonoBehaviour
{
	public Animator someAnimator;

	[AnimatorParam("someAnimator")]
	public int paramHash;

	[AnimatorParam("someAnimator")]
	public string paramName;
}

Button

A method can be marked as a button. A button appears in the inspector and executes the method if clicked. Works both with instance and static methods.

public class NaughtyComponent : MonoBehaviour
{
	[Button]
	private void MethodOne() { }

	[Button("Button Text")]
	private void MethodTwo() { }
}

CurveRange

Set bounds and modify curve color for AnimationCurves

public class NaughtyComponent : MonoBehaviour
{
	[CurveRange(-1, -1, 1, 1)]
	public AnimationCurve curve;

	[CurveRange(EColor.Orange)]
	public AnimationCurve curve1;

	[CurveRange(0, 0, 5, 5, EColor.Red)]
	public AnimationCurve curve2;
}

Dropdown

Provides an interface for dropdown value selection.

…

EnumFlags

Provides dropdown interface for setting enum flags.

public enum Direction
{
	None = 0,
	Right = 1 << 0,
	Left = 1 << 1,
	Up = 1 << 2,
	Down = 1 << 3
}

public class NaughtyComponent : MonoBehaviour
{
	[EnumFlags]
	public Direction flags;
}

Expandable

Make scriptable objects expandable.

public class NaughtyComponent : MonoBehaviour
{
	[Expandable]
	public ScriptableObject scriptableObject;
}

HorizontalLine

public class NaughtyComponent : MonoBehaviour
{
	[HorizontalLine(color: EColor.Red)]
	public int red;

	[HorizontalLine(color: EColor.Green)]
	public int green;

	[HorizontalLine(color: EColor.Blue)]
	public int blue;
}

InfoBox

Used for providing additional information.

public class NaughtyComponent : MonoBehaviour
{
	[InfoBox("This is my int", EInfoBoxType.Normal)]
	public int myInt;

	[InfoBox("This is my float", EInfoBoxType.Warning)]
	public float myFloat;

	[InfoBox("This is my vector", EInfoBoxType.Error)]
	public Vector3 myVector;
}

InputAxis

Select an input axis via dropdown interface.

public class NaughtyComponent : MonoBehaviour
{
	[InputAxis]
	public string inputAxis;
}

Layer

Select a layer via dropdown interface.

public class NaughtyComponent : MonoBehaviour
{
	[Layer]
	public string layerName;

	[Layer]
	public int layerIndex;
}

MinMaxSlider

A double slider. The min value is saved to the X property, and the max value is saved to the Y property of a Vector2 field.

public class NaughtyComponent : MonoBehaviour
{
	[MinMaxSlider(0.0f, 100.0f)]
	public Vector2 minMaxSlider;
}

ProgressBar

public class NaughtyComponent : MonoBehaviour
{
	[ProgressBar("Health", 300, EColor.Red)]
	public int health = 250;

	[ProgressBar("Mana", 100, EColor.Blue)]
	public int mana = 25;

	[ProgressBar("Stamina", 200, EColor.Green)]
	public int stamina = 150;
}

ReorderableList

Provides array type fields with an interface for easy reordering of elements.

public class NaughtyComponent : MonoBehaviour
{
	[ReorderableList]
	public int[] intArray;

	[ReorderableList]
	public List<float> floatArray;
}

ResizableTextArea

A resizable text area where you can see the whole text. Unlike Unity's Multiline and TextArea attributes where you can see only 3 rows of a given text, and in order to see it or modify it you have to manually scroll down to the desired row.

public class NaughtyComponent : MonoBehaviour
{
	[ResizableTextArea]
	public string resizableTextArea;
}

Scene

Select a scene from the build settings via dropdown interface.

public class NaughtyComponent : MonoBehaviour
{
	[Scene]
	public string bootScene; // scene name

	[Scene]
	public int tutorialScene; // scene index
}

ShowAssetPreview

Shows the texture preview of a given asset (Sprite, Prefab...).

public class NaughtyComponent : MonoBehaviour
{
	[ShowAssetPreview]
	public Sprite sprite;

	[ShowAssetPreview(128, 128)]
	public GameObject prefab;
}

ShowNativeProperty

Shows native C# properties in the inspector. All native properties are displayed at the bottom of the inspector after the non-serialized fields and before the method buttons. It supports only certain types (bool, int, long, float, double, string, Vector2, Vector3, Vector4, Color, Bounds, Rect, UnityEngine.Object).

public class NaughtyComponent : MonoBehaviour
{
	public List<Transform> transforms;

	[ShowNativeProperty]
	public int TransformsCount => transforms.Count;
}

ShowNonSerializedField

Shows non-serialized fields in the inspector. All non-serialized fields are displayed at the bottom of the inspector before the method buttons. Keep in mind that if you change a non-static non-serialized field in the code - the value in the inspector will be updated after you press Play in the editor. There is no such issue with static non-serialized fields because their values are updated at compile time. It supports only certain types (bool, int, long, float, double, string, Vector2, Vector3, Vector4, Color, Bounds, Rect, UnityEngine.Object).

public class NaughtyComponent : MonoBehaviour
{
	[ShowNonSerializedField]
	private int myInt = 10;

	[ShowNonSerializedField]
	private const float PI = 3.14159f;

	[ShowNonSerializedField]
	private static readonly Vector3 CONST_VECTOR = Vector3.one;
}

SortingLayer

Select a sorting layer via dropdown interface.

public class NaughtyComponent : MonoBehaviour
{
	[SortingLayer]
	public string layerName;

	[SortingLayer]
	public int layerId;
}

Tag

Select a tag via dropdown interface.

public class NaughtyComponent : MonoBehaviour
{
	[Tag]
	public string tagField;
}

Meta Attributes

Give the fields meta data. A field can have more than one meta attributes.

BoxGroup

Surrounds grouped fields with a box.

public class NaughtyComponent : MonoBehaviour
{
	[BoxGroup("Integers")]
	public int firstInt;
	[BoxGroup("Integers")]
	public int secondInt;

	[BoxGroup("Floats")]
	public float firstFloat;
	[BoxGroup("Floats")]
	public float secondFloat;
}

Foldout

Makes a foldout group.

public class NaughtyComponent : MonoBehaviour
{
	[Foldout("Integers")]
	public int firstInt;
	[Foldout("Integers")]
	public int secondInt;
}

EnableIf / DisableIf

public class NaughtyComponent : MonoBehaviour
{
	public bool enableMyInt;

	[EnableIf("enableMyInt")]
	public int myInt;

	[EnableIf("Enabled")]
	public float myFloat;

	[EnableIf("NotEnabled")]
	public Vector3 myVector;

	public bool Enabled() { return true; }

	public bool NotEnabled => false;
}

You can have more than one condition.

public class NaughtyComponent : MonoBehaviour
{
	public bool flag0;
	public bool flag1;

	[EnableIf(EConditionOperator.And, "flag0", "flag1")]
	public int enabledIfAll;

	[EnableIf(EConditionOperator.Or, "flag0", "flag1")]
	public int enabledIfAny;
}

ShowIf / HideIf

public class NaughtyComponent : MonoBehaviour
{
	public bool showInt;

	[ShowIf("showInt")]
	public int myInt;

	[ShowIf("AlwaysShow")]
	public float myFloat;

	[ShowIf("NeverShow")]
	public Vector3 myVector;

	public bool AlwaysShow() { return true; }

	public bool NeverShow => false;
}

You can have more than one condition.

public class NaughtyComponent : MonoBehaviour
{
	public bool flag0;
	public bool flag1;

	[ShowIf(EConditionOperator.And, "flag0", "flag1")]
	public int showIfAll;

	[ShowIf(EConditionOperator.Or, "flag0", "flag1")]
	public int showIfAny;
}

Label

Override default field label.

public class NaughtyComponent : MonoBehaviour
{
	[Label("Short Name")]
	public string veryVeryLongName;

	[Label("RGB")]
	public Vector3 vectorXYZ;
}

OnValueChanged

Detects a value change and executes a callback. Keep in mind that the event is detected only when the value is changed from the inspector. If you want a runtime event, you should probably use an event/delegate and subscribe to it.

public class NaughtyComponent : MonoBehaviour
{
	[OnValueChanged("OnValueChangedCallback")]
	public int myInt;

	private void OnValueChangedCallback()
	{
		Debug.Log(myInt);
	}
}

ReadOnly

Make a field read only.

public class NaughtyComponent : MonoBehaviour
{
	[ReadOnly]
	public Vector3 forwardVector = Vector3.forward;
}

Validator Attributes

Used for validating the fields. A field can have infinite number of validator attributes.

MinValue / MaxValue

Clamps integer and float fields. The MinValue/MaxValue attributes can accept either a constant numeric value (e.g. 0, 1.5f) or the name of another field, property, or a parameterless function that returns a numeric value — use nameof(...) to reference members safely. When a name is provided, the referenced member is evaluated to obtain the min/max value at edit-time/runtime.

public class NaughtyComponent : MonoBehaviour
{
	[MinValue(0), MaxValue(10)]
	public int myInt;

	[MinValue(0.0f)]
	public float myFloat;

	[MinValue("minFloat"), MaxValue("maxFloat")]
	public float myFloatThroughFieldName;

	[MinValue(nameof(minFloatProperty)), MaxValue(nameof(maxFloatProperty))]
	public float myFloatThroughPropertyName;

	private float minFloat = -1;
	private float maxFloat = 1;

	private float minFloatProperty => minFloat;
	private float maxFloatProperty => maxFloat;
}

Required

Used to remind the developer that a given reference type field is required.

public class NaughtyComponent : MonoBehaviour
{

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Highlights

  • •C#
  • •attributes
  • •extension
  • •naughty
  • •unity3d

> Tags

C#attributesextensionnaughtyunity3d

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> Details

PublishedAug 1, 2026
UpdatedSep 17, 2026
Category开发工具
PricingOpen source

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