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ContextMenu My Favorite Attribute

ContextMenu, My Favorite Attribute

Today I would like to talk about Unity’s attribute ContextMenu: ContextMenu

It allows to add commands to the context menu on Editor, just add before a function without parameters (private or public), right-click the script component, and BOOM, there is a new item menu that executes whatever your function does. It works both on Editor and Play Mode.

Example:

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using UnityEngine;

public class ContextTesting : MonoBehaviour
{
    /// Add a context menu named "Do Something" in the inspector
    /// of the attached script.
    [ContextMenu("Do Something")]
    void DoSomething()
    {
        Debug.Log("Perform operation");
    }
}

I really like to use it to both automate setups in the scene and test function in play mode, without the hassle to add “Input.OnKeyDown(…){DoTheThing()}”. Also it’s pretty safe to leave it on the code, since it doesn’t affect the final compiled game. Also, it’s pretty fast to implement, the other alternative being creating a custom Editor script and adding an Editor button.

This is my tip of the day.

Till Next Time!

This post is licensed under CC BY 4.0 by the author.
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