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Update CHANGELOG.md & package.json & documentation
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Assets/Editor Toolbox/CHANGELOG.md

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## 0.12.1 [12.04.2023]
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### Changed:
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- Fix LabelByChild usage within lists
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- Possibility to foldout/in dictionaries
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## 0.12.0 [10.12.2022]
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### Changed:

Assets/Editor Toolbox/README.md

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### Regular Drawers <a name="regulardrawers"></a>
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Drawers based on built-in classes **PropertyDrawer/DecoratorDrawer** and associated **PropertyAttribute**.
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Regular drawers have priority over Toolbox drawers and they cannot be mixed.
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#### TagSelectorAttribute
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![inspector](https://github.com/arimger/Unity-Editor-Toolbox/blob/develop/Docs/password.png)
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#### LabelByChildAttribute
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```csharp
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[System.Serializable]
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public class SampleClass1
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{
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public Material var1;
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public KeyCode var2;
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public SampleClass2 var3;
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}
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[System.Serializable]
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public class SampleClass2
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{
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public int var1;
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public string var2;
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}
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[LabelByChild("var2")]
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public SampleClass1[] vars1;
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[LabelByChild("var3.var2")]
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public SampleClass1 var1;
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```
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![inspector](https://github.com/arimger/Unity-Editor-Toolbox/blob/develop/Docs/labelbychild1.png)
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![inspector](https://github.com/arimger/Unity-Editor-Toolbox/blob/develop/Docs/labelbychild2.png)
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#### ChildObjectOnlyAttribute
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#### SceneObjectOnlyAttribute
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public int var1;
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```
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```csharp
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public int var1;
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[ShowDisabledIf(nameof(var1), 3, Comparison = UnityComparisonMethod.LessEqual)]
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public int var2;
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[HideDisabledIf(nameof(var1), 3, Comparison = UnityComparisonMethod.GreaterEqual)]
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public int var3;
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```
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```csharp
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public bool boolValue = true;
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[ShowWarningIf(nameof(boolValue), false, "Message", DisableField = true)]
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Attributes handled internally by the ToolboxEditor. You can combine them with any other attributes.
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##### NewLabelAttribute
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```csharp
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[NewLabel("Custom Label")]
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public float var1 = 25.4f;
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```
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##### HideLabelAttribute
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```csharp
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[HideLabel]
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public float var1;
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```
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![inspector](https://github.com/arimger/Unity-Editor-Toolbox/blob/develop/Docs/hidelabel.png)
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##### LabelByChildAttribute
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```csharp
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[System.Serializable]
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public class SampleClass1
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{
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public Material var1;
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public KeyCode var2;
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public SampleClass2 var3;
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}
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[System.Serializable]
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public class SampleClass2
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{
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public int var1;
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public string var2;
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}
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[LabelByChild("var2")]
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public SampleClass1[] vars1;
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[LabelByChild("var3.var2")]
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public SampleClass1 var1;
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```
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![inspector](https://github.com/arimger/Unity-Editor-Toolbox/blob/develop/Docs/labelbychild1.png)
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![inspector](https://github.com/arimger/Unity-Editor-Toolbox/blob/develop/Docs/labelbychild2.png)
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#### Toolbox Archetype Attributes <a name="toolboxarchetype"></a>
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Using this attribute you are able to implement custom patterns of frequently grouped **ToolboxAttributes**.

Assets/Editor Toolbox/package.json

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{
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"name": "com.browar.editor-toolbox",
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"displayName": "Editor Toolbox",
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"version": "0.12.0",
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"version": "0.12.1",
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"unity": "2018.1",
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"description": "Tools, custom attributes, drawers, hierarchy overlay, and other extensions for the Unity Editor.",
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"keywords": [

README.md

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### Regular Drawers <a name="regulardrawers"></a>
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Drawers based on built-in classes **PropertyDrawer/DecoratorDrawer** and associated **PropertyAttribute**.
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Regular drawers have priority over Toolbox drawers and they cannot be mixed.
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#### TagSelectorAttribute
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![inspector](https://github.com/arimger/Unity-Editor-Toolbox/blob/develop/Docs/password.png)
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#### LabelByChildAttribute
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```csharp
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[System.Serializable]
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public class SampleClass1
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{
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public Material var1;
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public KeyCode var2;
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public SampleClass2 var3;
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}
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[System.Serializable]
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public class SampleClass2
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{
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public int var1;
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public string var2;
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}
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[LabelByChild("var2")]
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public SampleClass1[] vars1;
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[LabelByChild("var3.var2")]
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public SampleClass1 var1;
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```
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![inspector](https://github.com/arimger/Unity-Editor-Toolbox/blob/develop/Docs/labelbychild1.png)
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![inspector](https://github.com/arimger/Unity-Editor-Toolbox/blob/develop/Docs/labelbychild2.png)
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#### ChildObjectOnlyAttribute
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#### SceneObjectOnlyAttribute
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public int var1;
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```
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```csharp
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public int var1;
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[ShowDisabledIf(nameof(var1), 3, Comparison = UnityComparisonMethod.LessEqual)]
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public int var2;
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[HideDisabledIf(nameof(var1), 3, Comparison = UnityComparisonMethod.GreaterEqual)]
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public int var3;
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```
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```csharp
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public bool boolValue = true;
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[ShowWarningIf(nameof(boolValue), false, "Message", DisableField = true)]
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Attributes handled internally by the ToolboxEditor. You can combine them with any other attributes.
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##### NewLabelAttribute
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```csharp
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[NewLabel("Custom Label")]
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public float var1 = 25.4f;
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```
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##### HideLabelAttribute
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```csharp
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[HideLabel]
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public float var1;
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```
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![inspector](https://github.com/arimger/Unity-Editor-Toolbox/blob/develop/Docs/hidelabel.png)
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##### LabelByChildAttribute
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```csharp
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[System.Serializable]
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public class SampleClass1
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{
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public Material var1;
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public KeyCode var2;
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public SampleClass2 var3;
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}
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[System.Serializable]
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public class SampleClass2
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{
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public int var1;
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public string var2;
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}
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[LabelByChild("var2")]
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public SampleClass1[] vars1;
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[LabelByChild("var3.var2")]
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public SampleClass1 var1;
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```
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![inspector](https://github.com/arimger/Unity-Editor-Toolbox/blob/develop/Docs/labelbychild1.png)
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![inspector](https://github.com/arimger/Unity-Editor-Toolbox/blob/develop/Docs/labelbychild2.png)
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#### Toolbox Archetype Attributes <a name="toolboxarchetype"></a>
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Using this attribute you are able to implement custom patterns of frequently grouped **ToolboxAttributes**.
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Create multiple ScriptableObjects at once.
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```
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Assets/Create/Toolbox/ScriptableObject Creation Wizard
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Assets/Create/Editor Toolbox/ScriptableObject Creation Wizard
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```
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![inspector](https://github.com/arimger/Unity-Editor-Toolbox/blob/develop/Docs/createso.png)

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