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Show or hide fields dynamically based on runtime values.
The [WShowIf] attribute creates dynamic inspector layouts that adapt to field values without writing custom PropertyDrawers. Perfect for reducing clutter, creating a contextual UI, and guiding designers toward valid configurations.
using UnityEngine;
using WallstopStudios.UnityHelpers.Core.Attributes;
public class WeaponConfig : MonoBehaviour
{
public bool isRanged;
[WShowIf(nameof(isRanged))]
public float projectileSpeed = 10f; // Only visible when isRanged == true
[WShowIf(nameof(isRanged), inverse: true)]
public float meleeRange = 2f; // Only visible when isRanged == false
}

[WShowIf(
string conditionField, // Required: Field/property name to evaluate
WShowIfComparison comparison = Equal, // Comparison operator
bool inverse = false, // Invert the result
params object[] expectedValues // Expected values for equality checks
)]
public enum WShowIfComparison
{
Equal, // ==
NotEqual, // !=
GreaterThan, // >
GreaterThanOrEqual, // >=
LessThan, // <
LessThanOrEqual, // <=
IsNull, // == null
IsNotNull, // != null
IsNullOrEmpty, // string.IsNullOrEmpty or collection.Count == 0
IsNotNullOrEmpty // !string.IsNullOrEmpty and collection.Count > 0
}
public enum WeaponType { Melee, Ranged, Magic }
public WeaponType weaponType;
[WShowIf(nameof(weaponType), WShowIfComparison.Equal, WeaponType.Ranged)]
public int ammoCapacity = 30;
[WShowIf(nameof(weaponType), WShowIfComparison.NotEqual, WeaponType.Melee)]
public float castTime = 1f; // Visible for Ranged or Magic

public class Ability : ScriptableObject { }
[Range(0, 100)]
public int playerLevel = 1;
[WShowIf(nameof(playerLevel), WShowIfComparison.GreaterThan, 5)]
public Ability specialAbility;
[WShowIf(nameof(playerLevel), WShowIfComparison.GreaterThanOrEqual, 10)]
public Ability ultimateAbility;
[WShowIf(nameof(playerLevel), WShowIfComparison.LessThan, 5)]
public string tutorialMessage = "Level up to unlock abilities";

public GameObject targetPrefab;
[WShowIf(nameof(targetPrefab), WShowIfComparison.IsNotNull)]
public int spawnCount = 1;
[WShowIf(nameof(targetPrefab), WShowIfComparison.IsNull)]
public string warningMessage = "Assign a prefab to spawn!";

public List<GameObject> enemies;
[WShowIf(nameof(enemies), WShowIfComparison.IsNotNullOrEmpty)]
public float spawnInterval = 2f;
[WShowIf(nameof(enemies), WShowIfComparison.IsNullOrEmpty)]
public string hint = "Add enemies to the list";
public bool enableFeature;
[WShowIf(nameof(enableFeature))]
public float featurePower = 1.0f;
public float health = 100f;
[WShowIf(nameof(health), WShowIfComparison.LessThanOrEqual, 30f)]
public Color lowHealthColor = Color.red;
public enum Difficulty { Easy, Normal, Hard }
public Difficulty difficulty;
[WShowIf(nameof(difficulty), WShowIfComparison.Equal, Difficulty.Hard)]
public float hardModeMultiplier = 2.5f;
public string playerName;
[WShowIf(nameof(playerName), WShowIfComparison.IsNotNullOrEmpty)]
public Sprite playerAvatar;
[WShowIf(nameof(playerName), WShowIfComparison.Equal, "admin")]
public bool debugMode;
public AudioSource audioSource;
[WShowIf(nameof(audioSource), WShowIfComparison.IsNotNull)]
public AudioClip soundEffect;
public GameObject[] spawnPoints;
[WShowIf(nameof(spawnPoints), WShowIfComparison.IsNotNullOrEmpty)]
public GameObject enemyPrefab;
public bool useCustomColor;
// Show when useCustomColor == false
[WShowIf(nameof(useCustomColor), inverse: true)]
public string colorPreset = "Default";
// Show when useCustomColor == true
[WShowIf(nameof(useCustomColor))]
public Color customColor = Color.white;
public enum GameState { MainMenu, Playing, Paused, GameOver }
public GameState state;
// Show when state is Playing OR Paused
[WShowIf(nameof(state), WShowIfComparison.Equal, GameState.Playing, GameState.Paused)]
public float gameTimer;
// Show when state is MainMenu OR GameOver
[WShowIf(nameof(state), WShowIfComparison.Equal, GameState.MainMenu, GameState.GameOver)]
public string menuText;
public bool isEnabled;
public int level;
// Both conditions must be true (AND logic)
[WShowIf(nameof(isEnabled))]
[WShowIf(nameof(level), WShowIfComparison.GreaterThan, 5)]
public Ability advancedFeature;
Note: Multiple [WShowIf] attributes create AND logic (all must be true).
public class Enemy : MonoBehaviour
{
public float health = 100f;
// Property (computed)
public bool IsAlive => health > 0f;
// Show when IsAlive == true
[WShowIf(nameof(IsAlive))]
public float damageResistance = 0.5f;
// Method (no parameters)
public bool ShouldShowDebug() => Application.isEditor && Debug.isDebugBuild;
[WShowIf(nameof(ShouldShowDebug))]
public string debugInfo;
}
Supported:
// ✅ GOOD: Fields only relevant in specific contexts
public enum AbilityType { Passive, Active, Toggle }
public AbilityType abilityType;
[WShowIf(nameof(abilityType), WShowIfComparison.Equal, AbilityType.Active)]
public float cooldown = 5f;
[WShowIf(nameof(abilityType), WShowIfComparison.Equal, AbilityType.Toggle)]
public float energyDrainPerSecond = 10f;
// ❌ BAD: Hiding core settings
[WShowIf(nameof(advancedMode))]
public float maxHealth = 100f; // Always needed, shouldn't hide!
// ✅ GOOD: Show hint when condition is false
public GameObject weaponPrefab;
[WShowIf(nameof(weaponPrefab), WShowIfComparison.IsNull)]
public string hint = "⚠️ Assign a weapon prefab above";
[WShowIf(nameof(weaponPrefab), WShowIfComparison.IsNotNull)]
public int weaponDamage = 10;
// ❌ BAD: No indication why fields are missing
[WShowIf(nameof(weaponPrefab), WShowIfComparison.IsNotNull)]
public int weaponDamage = 10; // User may not realize they need to assign prefab
// ✅ GOOD: Flat conditions
public bool featureA;
public bool featureB;
[WShowIf(nameof(featureA))]
public float settingA;
[WShowIf(nameof(featureB))]
public float settingB;
// ❌ BAD: Overly complex dependencies
public bool enableAdvanced;
public bool enableExperimental;
public bool enableDangerous;
[WShowIf(nameof(enableAdvanced))]
[WShowIf(nameof(enableExperimental))]
[WShowIf(nameof(enableDangerous))]
public float obscureSetting; // Too many hoops to jump through!
// ✅ GOOD: Clean enum-based visibility
public enum InputMode { Keyboard, Gamepad, Touch }
public InputMode inputMode;
[WShowIf(nameof(inputMode), WShowIfComparison.Equal, InputMode.Keyboard)]
public KeyCode actionKey = KeyCode.Space;
[WShowIf(nameof(inputMode), WShowIfComparison.Equal, InputMode.Gamepad)]
public string gamepadButton = "A";
[WShowIf(nameof(inputMode), WShowIfComparison.Equal, InputMode.Touch)]
public Vector2 touchRegion = new Vector2(100, 100);
// ❌ BAD: Boolean spaghetti
public bool useKeyboard;
public bool useGamepad;
[WShowIf(nameof(useKeyboard))]
public KeyCode actionKey; // What if both are true?
[WShowIf(nameof(useGamepad))]
public string gamepadButton;
using UnityEngine;
using WallstopStudios.UnityHelpers.Core.Attributes;
public class Weapon : MonoBehaviour
{
public enum WeaponType { Melee, Ranged, Magic }
public WeaponType weaponType;
[WShowIf(nameof(weaponType), WShowIfComparison.Equal, WeaponType.Melee)]
public float meleeRange = 2f;
[WShowIf(nameof(weaponType), WShowIfComparison.Equal, WeaponType.Melee)]
public float swingSpeed = 1f;
[WShowIf(nameof(weaponType), WShowIfComparison.Equal, WeaponType.Ranged)]
public GameObject projectilePrefab;
[WShowIf(nameof(weaponType), WShowIfComparison.Equal, WeaponType.Ranged)]
public int maxAmmo = 30;
[WShowIf(nameof(weaponType), WShowIfComparison.Equal, WeaponType.Magic)]
public float manaCost = 15f;
[WShowIf(nameof(weaponType), WShowIfComparison.Equal, WeaponType.Magic)]
public ParticleSystem spellEffect;
}

using UnityEngine;
using WallstopStudios.UnityHelpers.Core.Attributes;
public class AIController : MonoBehaviour
{
public bool enableAI = true;
[WShowIf(nameof(enableAI), inverse: true)]
public string disabledMessage = "AI is disabled";
[WShowIf(nameof(enableAI))]
public float detectionRange = 10f;
[WShowIf(nameof(enableAI))]
public float attackRange = 2f;
[WShowIf(nameof(enableAI))]
public bool canFlee = true;
[WShowIf(nameof(canFlee))]
[WShowIf(nameof(enableAI))]
public float fleeHealthThreshold = 0.3f;
}
using UnityEngine;
using WallstopStudios.UnityHelpers.Core.Attributes;
public class PlayerProgression : MonoBehaviour
{
public int level = 1;
[WShowIf(nameof(level), WShowIfComparison.LessThan, 5)]
public string beginnerTip = "Complete quests to level up";
[WShowIf(nameof(level), WShowIfComparison.GreaterThanOrEqual, 5)]
public Ability specialAbility;
[WShowIf(nameof(level), WShowIfComparison.GreaterThanOrEqual, 10)]
public Ability advancedAbility;
[WShowIf(nameof(level), WShowIfComparison.GreaterThanOrEqual, 20)]
public Ability ultimateAbility;
[WShowIf(nameof(level), WShowIfComparison.GreaterThanOrEqual, 20)]
public GameObject legendaryWeapon;
}
using UnityEngine;
using WallstopStudios.UnityHelpers.Core.Attributes;
public class MultiplayerConfig : MonoBehaviour
{
public bool isHost = false;
[WShowIf(nameof(isHost))]
public int maxPlayers = 4;
[WShowIf(nameof(isHost))]
public string serverPassword;
[WShowIf(nameof(isHost), inverse: true)]
public string serverAddress = "localhost";
[WShowIf(nameof(isHost), inverse: true)]
public int serverPort = 7777;
}
using UnityEngine;
using WallstopStudios.UnityHelpers.Core.Attributes;
public class GraphicsSettings : MonoBehaviour
{
public enum QualityLevel { Low, Medium, High, Ultra }
public QualityLevel quality = QualityLevel.Medium;
[WShowIf(nameof(quality), WShowIfComparison.GreaterThanOrEqual, QualityLevel.Medium)]
public bool enableShadows = true;
[WShowIf(nameof(quality), WShowIfComparison.GreaterThanOrEqual, QualityLevel.High)]
public bool enableReflections = true;
[WShowIf(nameof(quality), WShowIfComparison.Equal, QualityLevel.Ultra)]
public bool enableRayTracing = false;
[WShowIf(nameof(quality), WShowIfComparison.Equal, QualityLevel.Ultra)]
public int antiAliasingLevel = 8;
}
Problem: Field doesn’t appear when a condition should be true
Solutions:
conditionField parameterpublic (private fields not supported)inverse: true to see if logic is invertedWShowIfComparison.Equal explicitly instead of relying on defaultProblem: Error: “Could not find field/property ‘X’”
Solutions:
public (not private or protected)Problem: Stacking [WShowIf] doesn’t work as expected
Current Behavior: Multiple attributes create AND logic (all must be true)
Workaround for OR logic: Use a helper property
public bool condition1;
public bool condition2;
public bool EitherCondition => condition1 || condition2;
[WShowIf(nameof(EitherCondition))]
public float myField;
Next Steps:
[WGroup] for organized, dynamic layouts