//from http://wiki.unity3d.com/index.php/EnumFlagPropertyDrawer //placed in fungus namespace to avoid collisions with your own using System; using System.Reflection; using UnityEditor; using UnityEngine; namespace Fungus { [CustomPropertyDrawer(typeof(EnumFlagAttribute))] public class EnumFlagDrawer : PropertyDrawer { public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) { EnumFlagAttribute flagSettings = (EnumFlagAttribute)attribute; Enum targetEnum = GetBaseProperty(property); string propName = flagSettings.enumName; if (string.IsNullOrEmpty(propName)) propName = property.name; EditorGUI.BeginProperty(position, label, property); Enum enumNew = EditorGUI.EnumMaskField(position, propName, targetEnum); property.intValue = (int)Convert.ChangeType(enumNew, targetEnum.GetType()); EditorGUI.EndProperty(); } static T GetBaseProperty(SerializedProperty prop) { // Separate the steps it takes to get to this property string[] separatedPaths = prop.propertyPath.Split('.'); // Go down to the root of this serialized property System.Object reflectionTarget = prop.serializedObject.targetObject as object; // Walk down the path to get the target object foreach (var path in separatedPaths) { var t = reflectionTarget.GetType(); //with support for private types via https://gist.github.com/ChemiKhazi/11395776 FieldInfo fieldInfo = t.GetField(path, BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance); reflectionTarget = fieldInfo.GetValue(reflectionTarget); } return (T)reflectionTarget; } } }