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Using Attributes for Property Validation

by Devon O.· December 24, 2019· in Unity3D· 0 comments tags: Editor Scripting
Programmers are always looking for ways to write safer more bullet proof code. For that reason, at work it was a convention for us to use Unity’s OnValidate() callback to validate the public and serialized properties of our MonoBehaviour components. So for example we would typically write code like: [crayon-6046cce36b4d7812884752/] Now, generally speaking, this works great. Essentially, what the above snippet will do is log an error in the Unity console every time the a property of the Monobehaviour is updated, the code is changed (i.e. the scripts reloaded), or until, (the desired goal), the property is set using the Unity Inspector and someTransform is no longer null. This is an excellent way to be sure properties that are meant to be set in the Inspector window are kept to expected parameters (e.g. not null). Programmers, though, are also very lazy. It wasn’t long before the nice clean assumption above turned into something more like: [crayon-6046cce36b4ea475802712/] Logically speaking, that works just as well and does the basically the same thing and works just as well (sans the nice output), but it wasn’t long before even that condensed version felt like too much boilerplate code to be worth writing. I wanted […]
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Devon O. Wolfgang

AIR | Unity3D | AR/VR

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Unity Engineer at Touch Press.

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