We've implemented a new getting started guide to help you get going. It will pop-up automatically when you first import Odin. The wizard itself is a scriptable object located in the Plugins/Sirenix/ folder if you want to find it again at a later time.
We've implemented a new Odin Upgrader that will make your update experience to 220.127.116.11 straightforward and painless. It will delete files that are no longer being used, and delete it self once it is done.
Icons are now embedded in the source-code, which means there is no longer a sprite-sheet filled with icons that annoys you in Unity's asset selector window.
All demos are now located in separate Unity packages, which needs to be imported. This can be easily achieved in the new getting started wizard, which gives you an overview of all availble demos.
This was done so we more easily can modify and add demos over time, without cluttering up your project with unnecessary code. This window will pop up when you Import Odin.
Changes in the new Unity version broke a few things in Odin, but this has been addressed and Odin now officially supports Unity 2018.1.
The long awaited editor window features are finally here!
You can now use Odin to rapidly create custom Editor Windows to help organize your project and game data. Make sure to check out the examples!
Inherit from OdinEditorWindow instead of EditorWindow. This will enable you to render fields, properties and methods and make editor windows using attributes, without writing any custom editor code. This features was also there before, but it is now drastically improved.
Odin Editor Windows are not limited to drawing themselves; you can override GetTarget() or GetTargets() to make them display scriptable objects, components or any arbitrary types (except value types like structs).
Derive from OdinMenuEditorWindow to create windows that inspect a custom tree of target objects, with automatic support for multiselection and more. These are great for organizing your project neatly, and escaping the confusing, massive project view hierarchy that often exists in very large projects. For example, Odin itself uses one of these to draw its preferences window.
You can call OdinEditorWindow.InspectObject(myObj) to quickly pop up an editor window for any given object. This is a great way to quickly debug objects or make custom editor windows on the spot!
Clicking the inspect object pen opens a new inspector window for you right where you need it. Now you can also right click the pen, to open a pop-up style inspector that will close itself when it loses focus.
We have a lot of attributes by now, and it was getting hard to find the examples you needed in the attributes demo overview scene. We've organized the scene to provide a better overview.
Referencing members using the $ sign in attributes such as LabelText, Title, FoldoutGroup etc. is no longer restricted to only members that return a string. ToString() is now used on non-string values.
Fixed a bug in serialization that was introduced in patch 18.104.22.168, that would cause all but the first serialized dictionary with the same comparer instance to become null upon deserialization. This fix is backwards compatible with dictionary data saved both before and in patch 22.214.171.124 - all dictionary data will be deserialized properly, regardless of the nature of the saved comparer data. We apologize deeply for this inconvenience, and promise to do better in the future.