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Unity - Scripting API: SerializedProperty.NextVisible
Version: Unity 6.5 (6000.5)
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    SerializedProperty.NextVisible

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    Declaration

    public bool NextVisible(bool enterChildren);

    Description

    Move to next visible property.

    using System;
    using System.Text;
    using UnityEngine;
    using UnityEditor;

    public class SerializePropertyNextVisible : ScriptableObject { public bool m_SeeMe1;

    [HideInInspector] public bool m_HideMe1;

    [SerializeField] private bool m_SeeMe2;

    [HideInInspector] public bool m_HideMe2;

    [MenuItem("Example/SerializedProperty NextVisible Example")] static void TestNextOnCyclicGraph() { var scriptableObject = ScriptableObject.CreateInstance<SerializePropertyNextVisible>(); using (var serializedObject = new SerializedObject(scriptableObject)) { var serializedProperty = serializedObject.GetIterator();

    var sb = new StringBuilder(); sb.AppendLine("Visible Properties:");

    // Move from the root to the first visible property bool visitChild = true; serializedProperty.NextVisible(visitChild);

    // Rest of scan stays at same level visitChild = false; do { // Note: some properties from the supporting Unity base objects are exposed // (and visible in the inspector), for example "m_Script". sb.AppendLine(serializedProperty.name); } while (serializedProperty.NextVisible(visitChild));

    /*Expected output m_Script m_SeeMe1 m_SeeMe2 */ Debug.Log(sb.ToString()); } } }

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