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if like me youre designing a rather largely scoped game youre probably someone who also likes to design tools that make their life much easier whenever they can i frequently found myself strictly and methodically writing out lines and lines of code to populate lists menus and dropdowns in the editor with the types of data i want and then programming more lines of code to tell the editor or runtime application what to do with it i hadnt realized until recently that there was a much much easier way to do some of the things ive been doing one of the most powerful and flexible items in your inventory as a tools programmer is being able to tag parts of your code with custom attributes and have your code figure out what to do with it later via reflection this can be a great way to populate custom menus and present data to designers in the editor without needing to fetch all of it manually hi there im matt and welcome to gamedev guide in this video were going to take a look at how to us