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r/unity • … • u/RinShiro

What would be the opposite of OnInspectorGUI?

**-EDIT-**

[I finally found a topic that talked about this issue! I knew I couldn't have been the only one.](https://discussions.unity.com/t/how-to-tell-in-an-editor-script-if-the-inspector-for-a-component-is-expanded/931787/5)

The steps are essentially as follows-

1. Subscribe to `EditorApplication.update` 2. In that subscribed function, call something like `var isOpen = InternalEditorUtility.GetIsInspectorExpanded(target);` 3. If isOpen is false, then you call your CloseEditor functions 4. Don't forget to Unsubscribe to `EditorApplication.update` in that closing function

**-Original-**

My custom inspector needs to be able to tell when the Inspector is no longer focused or "minimized".

OnDisable or OnDestroy only work when you completely select a new object.

Kind of like how OnDrawGizmosSelected knows if the object is opened and selected, I want to know if the object is NOT opened and selected.

Does anyone know how to implement this kind of functionality?

To put in an example-

Open

![img](i148ojoaxukd1)

Closed

![img](igo6cfcexukd1)

I want to be able to call a function when the component is being closed. I'm using a custom inspector already for the component, I just don't know how to detect when it is closed.

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