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.
Scanned 2/12/2026
Install to Claude Code
npx -y skills add majiayu000/claude-skill-registry --skill editor-field-creation --agent claude-codeInstalls into .claude/skills of the current project.
Are you the author of Editor Field Creation?
Add the live security badge to your README — it updates automatically with every re-scan.
[](https://www.skillsdirectory.com/skills/majiayu000-editor-field-creation)More formats (shields.io, HTML) on the badges page.
---
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 `FieldEditorRegistry` with 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
```csharp
// 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 `object` for 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:**
```csharp
// 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):**
```csharp
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)
```csharp
// 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:**
1. Unbox `object value` to concrete type
2. Call ImGui widget with `ref` parameter
3. Box result into `out object newValue`
4. Return changed flag
---
### Example 2: Vector Editor (Vector3FieldEditor)
```csharp
// 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)
```csharp
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
```csharp
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)**
```csharp
private static readonly Dictionary<Type, IFieldEditor> _editors = new()
{
// ... existing editors
{ typeof(MyCustomType), new MyCustomTypeEditor() }
};
```
**Option B: Add runtime registration method (extensible)**
```csharp
// 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
```csharp
// 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($"Unsupported type: {type.Name}");
return false;
}
// Called per script field
if (TryDrawFieldEditor(fieldLabel, fieldType, fieldValue, out var newValue))
{
script.SetFieldValue(fieldName, newValue); // Reflection-based assignment
}
```
**Flow:**
1. Script reflection discovers field type at runtime
2. `FieldEditorRegistry.GetEditor(type)` looks up editor
3. If found, call `editor.Draw()` with boxed value
4. If changed, use reflection to assign new value back to script field
---
## Usage with UIPropertyRenderer
### UIPropertyRenderer.DrawPropertyField()
**Convenience wrapper** for simple use cases:
```csharp
// UIPropertyRenderer.cs:26-56
public static bool DrawPropertyField(string label, object? value, Action<object> onValueChanged)
{
if (value == null)
return false;
var valueType = value.GetType();
var editor = FieldEditorRegistry.GetEditor(valueType);
if (editor == null)
{
DrawPropertyRow(label, () =>
{
ImGui.TextDisabled($"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):**
```csharp
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
```csharp
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:
```csharp
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
```csharp
// ❌ 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
```csharp
// ❌ 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
```csharp
// ❌ 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
```csharp
// ❌ 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
```csharp
// 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
```csharp
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
```csharp
// 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:
```csharp
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 `ScriptComponentEditor` and `UIPropertyRenderer`
- ❌ **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 definition
- `Editor/UI/FieldEditors/FieldEditorRegistry.cs` - Registry and lookup
- `Editor/UI/FieldEditors/Vector3FieldEditor.cs` - Example implementation
- `Editor/ComponentEditors/ScriptComponentEditor.cs:111` - Usage in script inspector
- `Editor/UI/Elements/UIPropertyRenderer.cs:32` - Convenience wrapper
No comments yet. Be the first to comment!