class in UnityEditor.EditorTools


Inherits from:ScriptableObject


Implemented in:UnityEditor

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Use this class to implement custom editor tools. This is the base class from which all tools are inherited.

Use with EditorToolAttribute to register new tools with the editor.

using System;
using UnityEngine;
using UnityEditor;
using UnityEditor.EditorTools;

// Tagging a class with the EditorTool attribute and no target type registers a global tool. Global tools are valid for any selection, and are accessible through the top left toolbar in the editor. [EditorTool("Platform Tool")] class PlatformTool : EditorTool { // Serialize this value to set a default value in the Inspector. [SerializeField] Texture2D m_ToolIcon;

GUIContent m_IconContent;

void OnEnable() { m_IconContent = new GUIContent() { image = m_ToolIcon, text = "Platform Tool", tooltip = "Platform Tool" }; }

public override GUIContent toolbarIcon { get { return m_IconContent; } }

// This is called for each window that your tool is active in. Put the functionality of your tool here. public override void OnToolGUI(EditorWindow window) { EditorGUI.BeginChangeCheck();

Vector3 position = Tools.handlePosition;

using (new Handles.DrawingScope(Color.green)) { position = Handles.Slider(position, Vector3.right); }

if (EditorGUI.EndChangeCheck()) { Vector3 delta = position - Tools.handlePosition;

Undo.RecordObjects(Selection.transforms, "Move Platform");

foreach (var transform in Selection.transforms) transform.position += delta; } } }


targetThe object being inspected.
targetsAn array of the objects being inspected.
toolbarIconContains the icon and tooltip for this tool.

Public Methods

IsAvailableDisables the tool based on the current selection.
OnToolGUIImplement the functionality of your tool in this method.

Inherited Members


hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the GameObject.

Static Methods

DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.
CreateInstanceCreates an instance of a scriptable object.


boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.


AwakeThis function is called when the ScriptableObject script is started.
OnDestroyThis function is called when the scriptable object will be destroyed.
OnDisableThis function is called when the scriptable object goes out of scope.
OnEnableThis function is called when the object is loaded.

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