using UnityEngine; using UnityEditor; [CustomEditor(typeof(SkinnedMeshRenderer))] public class MeshRendererEditor : Editor { SkinnedMeshRenderer skinnedMeshRenderer; public override void OnInspectorGUI() { base.OnInspectorGUI(); skinnedMeshRenderer = target as SkinnedMeshRenderer; string[] layerNames = new string[SortingLayer.layers.Length]; for (int i = 0; i < SortingLayer.layers.Length; i++) layerNames[i] = SortingLayer.layers[i].name; int layerValue = SortingLayer.GetLayerValueFromID(skinnedMeshRenderer.sortingLayerID); layerValue = EditorGUILayout.Popup("Sorting Layer", layerValue, layerNames); SortingLayer layer = SortingLayer.layers[layerValue]; skinnedMeshRenderer.sortingLayerName = layer.name; skinnedMeshRenderer.sortingLayerID = layer.id; skinnedMeshRenderer.sortingOrder = EditorGUILayout.IntField("Order in Layer", skinnedMeshRenderer.sortingOrder); } }