A RetroSearch Logo

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

Search Query:

Showing content from https://docs.unity3d.com/ScriptReference/EditorWindow.ShowModalUtility.html below:

Unity - Scripting API: EditorWindow.ShowModalUtility

EditorWindow.ShowModalUtility 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

Declarationpublic void ShowModalUtility();

Description

Shows the EditorWindow as a floating modal window.

You cannot interact with the Editor while the utility window is opened. The EditorWindow.ShowModalUtility window is never hidden by the Editor. You cannot dock the utility window to the Editor.

Utility windows are always in front of normal Unity windows. The utility window is hidden when the user switches from Unity to another application.

Note: You do not need to use EditorWindow.GetWindow before you use this function to show the window.

// Simple script that randomizes the rotation of the selected GameObjects.

using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;

public class RandomizeInSelection : EditorWindow
{
    System.Random random = new System.Random();
    public float rotationAmount;
    public string selected = "";

    [MenuItem("Examples/Randomize Objects")]
    static void Init()
    {
        RandomizeInSelection window =
            EditorWindow.GetWindow<RandomizeInSelection>(true, "Randomize Objects");
        window.ShowModalUtility();
    }

    void CreateGUI()
    {
        var label = new Label("Select an object and click the Randomize! button");
        rootVisualElement.Add(label);

        var randomizeButton = new Button();
        randomizeButton.text = "Randomize!";
        randomizeButton.clicked += () => RandomizeSelected();
        rootVisualElement.Add(randomizeButton);
    }

    void RandomizeSelected()
    {
        foreach (var transform in Selection.transforms)
        {
            Quaternion rotation = Random.rotation;
            rotationAmount = (float)random.NextDouble();
            transform.localRotation = Quaternion.Slerp(transform.localRotation, rotation, rotationAmount);
        }
    }
}

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