Creates a game object with HideFlags and specified components.
This is very similar to creating a GameObject the usual way, except it
sets the specified HideFlags immediately.
Editor Window that shows how does the example looks.
using UnityEngine; using UnityEditor;
public class CreateGOHideFlagsExample : EditorWindow { string objName = "GameObject"; int instanceID = 0; bool create = true; GameObject go = null; bool hideHierarchy = false;
[MenuItem("Example/GameObject Flags")] static void Init() { // Get existing open window or if none, make a new one: CreateGOHideFlagsExample window = (CreateGOHideFlagsExample)EditorWindow.GetWindow(typeof(CreateGOHideFlagsExample)); window.Show(); }
void OnGUI() { create = EditorGUILayout.Toggle("Create a GO:", create); GUI.enabled = create;
objName = EditorGUILayout.TextField("GameObject Name:", objName); if (GUILayout.Button("Create")) { GameObject created = EditorUtility.CreateGameObjectWithHideFlags(objName, hideHierarchy ? HideFlags.HideInHierarchy : 0);
instanceID = created.GetInstanceID(); Debug.Log("Created GameObject ID: " + instanceID); }
GUI.enabled = !create;
EditorGUILayout.BeginHorizontal();
instanceID = EditorGUILayout.IntField("Instance ID:", instanceID);
if (GUILayout.Button("Search & Update flags")) { go = null; go = EditorUtility.InstanceIDToObject(instanceID) as GameObject; if (go) go.hideFlags = hideHierarchy ? HideFlags.HideInHierarchy : 0; }
EditorGUILayout.EndHorizontal();
if (!go) EditorGUILayout.LabelField("Object: ", (go == null) ? "No object was found" : go.name);
GUI.enabled = true; hideHierarchy = EditorGUILayout.Toggle("HideInHierarchy", hideHierarchy); }
void OnInspectorUpdate() { Repaint(); } }
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