A RetroSearch Logo

Home - News ( United States | United Kingdom | Italy | Germany ) - Football scores

Search Query:

Showing content from https://docs.unity3d.com/Manual/../ScriptReference/GizmoUtility.html below:

Unity - Scripting API: GizmoUtility

GizmoUtility

class in UnityEditor

Suggest a change Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close Your name Your email Suggestion*

Cancel

Description

A static class for interacting with the Scene View icons and gizmos for types.

using System;
using UnityEditor;
using UnityEngine;

// An Editor Window that lets you edit the gizmo and icon properties for each selected component.
public class GizmoUtilityExample  : EditorWindow
{
    [MenuItem("Window/Gizmo Window")]
    static void Init() => GetWindow<GizmoUtilityExample>();

    Vector2 m_Scroll;

    void OnEnable()
    {
        autoRepaintOnSceneChange = true;
    }

    void OnGUI()
    {
        GizmoUtility.use3dIcons = EditorGUILayout.Toggle("3D Icons", GizmoUtility.use3dIcons);

        EditorGUI.BeginDisabled(!GizmoUtility.use3dIcons);
        GizmoUtility.iconSize = EditorGUILayout.Slider("3D Icon Size", GizmoUtility.iconSize, 0f, 1f);
        EditorGUI.EndDisabled();

        m_Scroll = EditorGUILayout.BeginScrollView(m_Scroll);

        foreach (var go in Selection.gameObjects)
        {
            GUILayout.Label($"{go.name} Gizmos", EditorStyles.boldLabel);

            EditorGUI.indentLevel++;
            foreach (var component in go.GetComponents<Component>())
            {
                // A component can have gizmos, an icon, both, or neither. A gizmo can also be disabled (the Editor
                // is collapsed in the Inspector).
                if (GizmoUtility.TryGetGizmoInfo(component.GetType(), out GizmoInfo info))
                {
                    EditorGUI.BeginChangeCheck();

                    if (info.hasGizmo)
                        info.gizmoEnabled = EditorGUILayout.Toggle($"{info.name} Gizmo", info.gizmoEnabled);

                    if (info.hasIcon)
                        info.iconEnabled = EditorGUILayout.Toggle($"{info.name} Icon", info.iconEnabled);

                    if (EditorGUI.EndChangeCheck())
                        GizmoUtility.ApplyGizmoInfo(info);
                }
            }
            EditorGUI.indentLevel--;
        }

        EditorGUILayout.EndScrollView();
    }
}
Static Properties Property Description iconSize Control the size that 3D icons render in the Scene View. use3dIcons Determines whether icons in the Scene View are a fixed size (false) or scaled relative to distance from the camera and iconSize. Static Methods Method Description ApplyGizmoInfo Apply GizmoInfo.gizmoEnabled and GizmoInfo.iconEnabled for a GizmoInfo object. GetGizmoInfo Get GizmoInfo for all components with gizmos or icons in the project. SetGizmoEnabled Enable or disable gizmo rendering in the Scene View for a component type. Gizmos are the simple lines and guides drawn by component editors. For example, the Camera frustum guidelines are gizmos. SetIconEnabled Enable or disable icon rendering for all objects in the Scene View for a component type. TryGetGizmoInfo Get a GizmoInfo for a type if it exists.

RetroSearch is an open source project built by @garambo | Open a GitHub Issue

Search and Browse the WWW like it's 1997 | Search results from DuckDuckGo

HTML: 3.2 | Encoding: UTF-8 | Version: 0.7.4