| name | editor-field-creation |
| description | Implement IFieldEditor interface for custom type rendering in script inspector. Covers reflection-based field editing, FieldEditorRegistry registration, boxing/unboxing patterns, and extending the field editor system for new types. |
Editor Field Editors (IFieldEditor)
Overview
Field Editors (IFieldEditor) provide runtime polymorphic rendering for script properties discovered via reflection. They use a non-generic, boxing-based interface to handle arbitrary types at runtime.
When to Use This Skill
- Creating custom field editors for new types (Quaternion, Color, custom structs)
- Understanding how script properties are rendered in Script Inspector
- Extending
FieldEditorRegistrywith new type support - Working with
UIPropertyRenderer.DrawPropertyField()infrastructure - NOT for component editors
Purpose & Context
Two Different Systems
The engine has two separate property editing systems:
| System | Purpose | Interface | Usage |
|---|---|---|---|
| IFieldEditor | Runtime script properties (reflection) | IFieldEditor (non-generic, boxing) |
Script Inspector |
| VectorPanel/UIPropertyRenderer | Compile-time component properties | Static methods | Component Editors |
Core Interface
// Editor/UI/FieldEditors/IFieldEditor.cs
public interface IFieldEditor
{
/// <summary>
/// Draws the editor UI for the field and returns true if the value was changed.
/// </summary>
/// <param name="label">The ImGui label for the field (should include unique ID)</param>
/// <param name="value">The current field value (boxed)</param>
/// <param name="newValue">The new value if changed</param>
/// <returns>True if the value was modified by user interaction</returns>
bool Draw(string label, object value, out object newValue);
}
Key Characteristics:
- ❌ Not generic - no
IFieldEditor<T> - ✅ Boxing-based - uses
objectfor value and newValue - ✅ Returns bool - true if user changed the value
- ✅ Out parameter - newValue is the modified value
Built-in Field Editors
Primitive Type Editors
| Type | Implementation | File |
|---|---|---|
int |
IntFieldEditor | IntFieldEditor.cs |
float |
FloatFieldEditor | FloatFieldEditor.cs |
double |
DoubleFieldEditor | DoubleFieldEditor.cs |
bool |
BoolFieldEditor | BoolFieldEditor.cs |
string |
StringFieldEditor | StringFieldEditor.cs |
Vector Type Editors
| Type | Implementation | File |
|---|---|---|
Vector2 |
Vector2FieldEditor | Vector2FieldEditor.cs |
Vector3 |
Vector3FieldEditor | Vector3FieldEditor.cs |
Vector4 |
Vector4FieldEditor | Vector4FieldEditor.cs |
All registered in FieldEditorRegistry static dictionary.
FieldEditorRegistry
Central registry mapping types to editors:
// Editor/UI/FieldEditors/FieldEditorRegistry.cs
public static class FieldEditorRegistry
{
private static readonly Dictionary<Type, IFieldEditor> _editors = new()
{
{ typeof(int), new IntFieldEditor() },
{ typeof(float), new FloatFieldEditor() },
{ typeof(double), new DoubleFieldEditor() },
{ typeof(bool), new BoolFieldEditor() },
{ typeof(string), new StringFieldEditor() },
{ typeof(Vector2), new Vector2FieldEditor() },
{ typeof(Vector3), new Vector3FieldEditor() },
{ typeof(Vector4), new Vector4FieldEditor() }
};
public static IFieldEditor? GetEditor(Type type)
{
return _editors.TryGetValue(type, out var editor) ? editor : null;
}
public static bool HasEditor(Type type)
{
return _editors.ContainsKey(type);
}
}
Usage Pattern (ScriptComponentEditor.cs:111-113):
var editor = FieldEditorRegistry.GetEditor(fieldType);
if (editor != null)
return editor.Draw(label, value, out newValue);
Implementing a Custom Field Editor
Example 1: Simple Primitive Editor (IntFieldEditor)
// Editor/UI/FieldEditors/IntFieldEditor.cs
using ImGuiNET;
namespace Editor.UI.FieldEditors;
public class IntFieldEditor : IFieldEditor
{
public bool Draw(string label, object value, out object newValue)
{
var intValue = (int)value; // Unbox
var changed = ImGui.DragInt(label, ref intValue);
newValue = intValue; // Box
return changed;
}
}
Pattern:
- Unbox
object valueto concrete type - Call ImGui widget with
refparameter - Box result into
out object newValue - Return changed flag
Example 2: Vector Editor (Vector3FieldEditor)
// Editor/UI/FieldEditors/Vector3FieldEditor.cs
using System.Numerics;
using ImGuiNET;
namespace Editor.UI.FieldEditors;
public class Vector3FieldEditor : IFieldEditor
{
public bool Draw(string label, object value, out object newValue)
{
var v = (Vector3)value; // Unbox
var changed = ImGui.DragFloat3(label, ref v);
newValue = v; // Box
return changed;
}
}
Example 3: Custom Type Editor (Quaternion)
using System.Numerics;
using ImGuiNET;
namespace Editor.UI.FieldEditors;
public class QuaternionFieldEditor : IFieldEditor
{
public bool Draw(string label, object value, out object newValue)
{
var quat = (Quaternion)value;
// Convert to Euler angles for editing
var euler = QuaternionToEuler(quat);
var changed = ImGui.DragFloat3(label, ref euler);
if (changed)
{
// Convert back to quaternion
newValue = EulerToQuaternion(euler);
}
else
{
newValue = quat;
}
return changed;
}
private static Vector3 QuaternionToEuler(Quaternion q)
{
// Implementation...
}
private static Quaternion EulerToQuaternion(Vector3 euler)
{
// Implementation...
}
}
Registering Custom Field Editors
Step 1: Implement IFieldEditor
public class MyCustomTypeEditor : IFieldEditor
{
public bool Draw(string label, object value, out object newValue)
{
var typed = (MyCustomType)value;
// Draw UI and modify 'typed'
bool changed = /* ... */;
newValue = typed;
return changed;
}
}
Step 2: Register in FieldEditorRegistry
Option A: Add to static dictionary (modify FieldEditorRegistry.cs)
private static readonly Dictionary<Type, IFieldEditor> _editors = new()
{
// ... existing editors
{ typeof(MyCustomType), new MyCustomTypeEditor() }
};
Option B: Add runtime registration method (extensible)
// Add to FieldEditorRegistry.cs
public static void RegisterEditor(Type type, IFieldEditor editor)
{
_editors[type] = editor;
}
// Usage in initialization code
FieldEditorRegistry.RegisterEditor(typeof(Quaternion), new QuaternionFieldEditor());
Usage in Script Inspector
How ScriptComponentEditor Uses IFieldEditor
// ScriptComponentEditor.cs (simplified)
private bool TryDrawFieldEditor(string label, Type type, object value, out object newValue)
{
newValue = value;
var editor = FieldEditorRegistry.GetEditor(type);
if (editor != null)
return editor.Draw(label, value, out newValue);
// Fallback: unsupported type
ImGui.TextDisabled($"Unsupported type: {type.Name}");
return false;
}
// Called per script field
if (TryDrawFieldEditor(fieldLabel, fieldType, fieldValue, out var newValue))
{
script.SetFieldValue(fieldName, newValue); // Reflection-based assignment
}
Flow:
- Script reflection discovers field type at runtime
FieldEditorRegistry.GetEditor(type)looks up editor- If found, call
editor.Draw()with boxed value - If changed, use reflection to assign new value back to script field
Usage with UIPropertyRenderer
UIPropertyRenderer.DrawPropertyField()
Convenience wrapper for simple use cases:
// UIPropertyRenderer.cs:26-56
public static bool DrawPropertyField(string label, object? value, Action<object> onValueChanged)
{
if (value == null)
return false;
var valueType = value.GetType();
var editor = FieldEditorRegistry.GetEditor(valueType);
if (editor == null)
{
DrawPropertyRow(label, () =>
{
ImGui.TextDisabled($"Unsupported type: {valueType.Name}");
});
return false;
}
bool changed = false;
DrawPropertyRow(label, () =>
{
var inputLabel = $"##{label}";
if (editor.Draw(inputLabel, value, out var newValue))
{
onValueChanged(newValue);
changed = true;
}
});
return changed;
}
Usage (CameraComponentEditor.cs:22-23):
UIPropertyRenderer.DrawPropertyField("Primary", cameraComponent.Primary,
newValue => cameraComponent.Primary = (bool)newValue);
What it adds:
- Label/input column layout (33%/67% ratio)
- Null checking
- Fallback message for unsupported types
- Callback pattern instead of out parameter
Complete Example: Color Field Editor
using System.Numerics;
using ImGuiNET;
namespace Editor.UI.FieldEditors;
/// <summary>
/// Field editor for System.Drawing.Color or custom Color struct.
/// Renders as RGB sliders with preview.
/// </summary>
public class ColorFieldEditor : IFieldEditor
{
public bool Draw(string label, object value, out object newValue)
{
// Assume Color struct with R, G, B, A float properties (0-1 range)
var color = (Color)value;
// Convert to Vector4 for ImGui
var vec4 = new Vector4(color.R, color.G, color.B, color.A);
bool changed = ImGui.ColorEdit4(label, ref vec4,
ImGuiColorEditFlags.Float |
ImGuiColorEditFlags.AlphaPreview);
if (changed)
{
newValue = new Color(vec4.X, vec4.Y, vec4.Z, vec4.W);
}
else
{
newValue = color;
}
return changed;
}
}
// Register in FieldEditorRegistry
{ typeof(Color), new ColorFieldEditor() }
Performance Considerations
Boxing Overhead
IFieldEditor uses boxing for flexibility:
var intValue = (int)value; // Unboxing allocation
newValue = intValue; // Boxing allocation
Impact:
- 2 allocations per field per frame rendered
- Acceptable for script inspector (low frequency, few fields)
- NOT suitable for hot loops (use VectorPanel static methods instead)
When to Use Each System
| Scenario | Use This | Reason |
|---|---|---|
| Script public fields (reflection) | IFieldEditor | Type unknown at compile time |
| Component properties (known types) | VectorPanel / UIPropertyRenderer | No boxing, compile-time type safety |
| Hot loop / per-frame rendering | Static methods | Zero allocation |
| Custom type in scripts | IFieldEditor | Extensible via registry |
| Custom type in components | Custom static utility | Performance |
Anti-Patterns
❌ Anti-Pattern 1: Using IFieldEditor for Component Editors
// ❌ WRONG - Unnecessary boxing for known types
public class TransformComponentEditor : IComponentEditor
{
private readonly IFieldEditor _vector3Editor;
public void DrawComponent(Entity e)
{
var tc = e.GetComponent<TransformComponent>();
object pos = tc.Position; // Box
if (_vector3Editor.Draw("Position", pos, out var newPos))
{
tc.Position = (Vector3)newPos; // Unbox
}
}
}
// ✅ CORRECT - Use static VectorPanel methods
public class TransformComponentEditor : IComponentEditor
{
public void DrawComponent(Entity e)
{
var tc = e.GetComponent<TransformComponent>();
var newPos = tc.Position;
VectorPanel.DrawVec3Control("Position", ref newPos);
if (newPos != tc.Position)
tc.Position = newPos;
}
}
Why: Component types are known at compile time. Use static methods to avoid boxing.
❌ Anti-Pattern 2: Forgetting to Register Editor
// ❌ WRONG - Editor implemented but not registered
public class QuaternionFieldEditor : IFieldEditor { ... }
// Script inspector will show "Unsupported type: Quaternion"
// ✅ CORRECT - Register in FieldEditorRegistry
{ typeof(Quaternion), new QuaternionFieldEditor() }
❌ Anti-Pattern 3: Mutating Boxed Value Reference
// ❌ WRONG - Mutating unboxed value reference
public bool Draw(string label, object value, out object newValue)
{
var vec = (Vector3)value;
ImGui.DragFloat("X", ref vec.X); // Modifies local copy
newValue = value; // Returns original!
return true;
}
// ✅ CORRECT - Box the modified value
public bool Draw(string label, object value, out object newValue)
{
var vec = (Vector3)value;
bool changed = ImGui.DragFloat3(label, ref vec);
newValue = vec; // Box the modified value
return changed;
}
❌ Anti-Pattern 4: Not Handling Null Values
// ❌ WRONG - Crashes on null reference types
public bool Draw(string label, object value, out object newValue)
{
var str = (string)value; // NullReferenceException if value is null
// ...
}
// ✅ CORRECT - Handle null for reference types
public bool Draw(string label, object value, out object newValue)
{
var str = (value as string) ?? string.Empty;
// ...
newValue = str;
return changed;
}
Workflow: Adding a Custom Field Editor
Step 1: Create Field Editor Class
// Editor/UI/FieldEditors/MyTypeFieldEditor.cs
using ImGuiNET;
namespace Editor.UI.FieldEditors;
public class MyTypeFieldEditor : IFieldEditor
{
public bool Draw(string label, object value, out object newValue)
{
var typed = (MyType)value;
// TODO: Implement ImGui rendering
bool changed = false;
newValue = typed;
return changed;
}
}
Step 2: Implement Rendering Logic
public bool Draw(string label, object value, out object newValue)
{
var myValue = (MyType)value;
// Example: Edit two float fields
bool changed = false;
float field1 = myValue.Field1;
changed |= ImGui.DragFloat($"{label} Field1", ref field1);
float field2 = myValue.Field2;
changed |= ImGui.DragFloat($"{label} Field2", ref field2);
if (changed)
{
newValue = new MyType { Field1 = field1, Field2 = field2 };
}
else
{
newValue = myValue;
}
return changed;
}
Step 3: Register in FieldEditorRegistry
// FieldEditorRegistry.cs
private static readonly Dictionary<Type, IFieldEditor> _editors = new()
{
// ... existing editors
{ typeof(MyType), new MyTypeFieldEditor() }
};
Step 4: Test in Script Inspector
Create a test script with a public field:
public class TestScript : NativeScript
{
public MyType TestField = new();
// Field editor will automatically render this field in Script Inspector
}
Summary
IFieldEditor System
- ✅ Non-generic interface with boxing (
object value,out object newValue) - ✅ Runtime polymorphism for reflection-based script field editing
- ✅ FieldEditorRegistry maps
Type → IFieldEditor - ✅ Used by
ScriptComponentEditorandUIPropertyRenderer - ❌ Not for component editors (use VectorPanel/static methods instead)
When to Create Custom Field Editors
- Adding support for new types in script inspector
- Custom struct/class types used in scripts
- Specialized rendering for complex types (Quaternion, Color, etc.)
Key Differences: IFieldEditor vs. Component Editing
| Aspect | IFieldEditor | VectorPanel/UIPropertyRenderer |
|---|---|---|
| Interface | IFieldEditor.Draw() |
Static methods |
| Type Safety | Boxing (object) | Generic/ref parameters |
| Performance | 2 allocs per field | Zero allocs |
| Purpose | Runtime script fields | Compile-time component properties |
| Registry | FieldEditorRegistry | N/A (static dispatch) |
| Extensibility | Type → Editor mapping | Add static methods |
Key Files
Editor/UI/FieldEditors/IFieldEditor.cs- Interface definitionEditor/UI/FieldEditors/FieldEditorRegistry.cs- Registry and lookupEditor/UI/FieldEditors/Vector3FieldEditor.cs- Example implementationEditor/ComponentEditors/ScriptComponentEditor.cs:111- Usage in script inspectorEditor/UI/Elements/UIPropertyRenderer.cs:32- Convenience wrapper