Version: 2021.3
  • C#


class in UnityEditor.EditorTools


Inherits from:ScriptableObject

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Use this class to implement specialized versions of the built-in transform tools. Built-in transform tools include Move, Rotate, Scale, Rect, and Transform.

using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.EditorTools;
using UnityEngine;
// EditorToolContextAttribute is what registers a context with the UI.
[EditorToolContext("Wobbly Transform Tools")]
// The icon path can also be used with packages. Ex "Packages/com.wobblestudio.wobblytools/Icons/Transform.png".
public class WobbleContext : EditorToolContext
    // Tool contexts can also implement an OnToolGUI function that is invoked before tools. This is a good place to
    // add any custom selection logic, for example.
    public override void OnToolGUI(EditorWindow _) { }
    protected override Type GetEditorToolType(Tool tool)
        switch (tool)
            // Return the type of tool to be used for Tool.Move. The Tool Manager will handle instantiating and
            // activating the tool.
            case Tool.Move:
                return typeof(WobblyMoveTool);
            // For any tools that are not implemented, return null to disable the tool in the menu.
                return null;
// Note that tools used by an EditorToolContext do not need to use EditorToolAttribute.
class WobblyMoveTool : EditorTool
    struct Selected
        public Transform transform;
        public Vector3 localScale;
    Vector3 m_Origin;
    List<Selected> m_Selected = new List<Selected>();
    void StartMove(Vector3 origin)
        m_Origin = origin;
        foreach(var trs in Selection.transforms)
            m_Selected.Add(new Selected() { transform = trs, localScale = trs.localScale });
        Undo.RecordObjects(Selection.transforms, "Wobble Move Tool");
    // This is silly example that oscillates the scale of the selected objects as they are moved.
    public override void OnToolGUI(EditorWindow _)
        var evt = Event.current.type;
        var hot = GUIUtility.hotControl;
        var p = Handles.PositionHandle(Tools.handlePosition, Tools.handleRotation);
        if (evt == EventType.MouseDown && hot != GUIUtility.hotControl)
        if (EditorGUI.EndChangeCheck())
            foreach (var selected in m_Selected)
                selected.transform.position += (p - Tools.handlePosition);
                var scale = * (Mathf.Sin(Mathf.Abs(Vector3.Distance(m_Origin, p))) * .5f);
                selected.transform.localScale = selected.localScale + scale;


targetThe object being inspected.
targetsAn array of the objects being inspected.

Public Methods

OnActivatedInvoked after this EditorToolContext becomes the active tool context.
OnToolGUIImplements any common functionality for the set of manipulation tools available for this context.
OnWillBeDeactivatedInvoked before this EditorToolContext stops being the active tool context.
ResolveToolReturns the matching EditorTool type for the specified Tool given the context.

Protected Methods

GetEditorToolTypeDefines the EditorTool type for a given Tool.

Inherited Members


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

Public Methods

GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

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.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
FindObjectsOfTypeGets a list of all 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.
OnValidateEditor-only function that Unity calls when the script is loaded or a value changes in the Inspector.
ResetReset to default values.