|
Name | Description |
---|---|
label | Label to show above the toggled controls. |
toggle | Enabled state of the toggle group. |
boolean - The enabled state selected by the user.
Begin a vertical group with a toggle to enable or disable all the controls within at once.
See Also: EndToggleGroup.
Align position/rotation/scale of the selected GameObjects.
// C# Example
// Simple script that lets you align GameObjects
// position/rotation/scale wise with the selected active transform
using UnityEngine;
using UnityEditor;
public class Aligner : EditorWindow {
bool[] pos = new bool[3] { true, true, true };
bool[] rot = new bool[3] { true, true, true };
bool[] scale = new bool[3] { true, true, true };
bool posGroupEnabled = true;
bool rotGroupEnabled = true;
bool scaleGroupEnabled = false;
void OnGUI() {
posGroupEnabled = EditorGUILayout.BeginToggleGroup("Align position", posGroupEnabled);
pos[0] = EditorGUILayout.Toggle("x", pos[0]);
pos[1] = EditorGUILayout.Toggle("y", pos[1]);
pos[2] = EditorGUILayout.Toggle("z", pos[2]);
EditorGUILayout.EndToggleGroup();
rotGroupEnabled = EditorGUILayout.BeginToggleGroup("Align rotation", rotGroupEnabled);
rot[0] = EditorGUILayout.Toggle("x", rot[0]);
rot[1] = EditorGUILayout.Toggle("y", rot[1]);
rot[2] = EditorGUILayout.Toggle("z", rot[2]);
EditorGUILayout.EndToggleGroup();
scaleGroupEnabled = EditorGUILayout.BeginToggleGroup("Align scale", scaleGroupEnabled);
scale[0] = EditorGUILayout.Toggle("x", scale[0]);
scale[1] = EditorGUILayout.Toggle("y", scale[1]);
scale[2] = EditorGUILayout.Toggle("z", scale[2]);
EditorGUILayout.EndToggleGroup();
GUILayout.Space(30);
if (GUILayout.Button("Align!"))
Align();
}
void Align() {
Transform[] transforms = Selection.transforms;
Transform activeTransform = Selection.activeTransform;
if (transforms.Length < 2) {
Debug.LogWarning("Aligner: select at least two objects.");
return;
}
for (int i = 0; i < transforms.Length; i++) {
if (posGroupEnabled) {
Vector3 newPos;
newPos.x = pos[0] ?
activeTransform.position.x : transforms[i].position.x;
newPos.y = pos[1] ?
activeTransform.position.y : transforms[i].position.y;
newPos.z = pos[2] ?
activeTransform.position.z : transforms[i].position.z;
transforms[i].position = newPos;
}
if (rotGroupEnabled) {
Vector3 newRot;
newRot.x = rot[0] ?
activeTransform.rotation.eulerAngles.x : transforms[i].rotation.eulerAngles.x;
newRot.y = rot[1] ?
activeTransform.rotation.eulerAngles.y : transforms[i].rotation.eulerAngles.y;
newRot.z = rot[2] ?
activeTransform.rotation.eulerAngles.z : transforms[i].rotation.eulerAngles.z;
transforms[i].rotation = Quaternion.Euler(newRot);
}
if (scaleGroupEnabled) {
Vector3 newScale;
newScale.x = scale[0] ?
activeTransform.localScale.x : transforms[i].localScale.x;
newScale.y = scale[1] ?
activeTransform.localScale.y : transforms[i].localScale.y;
newScale.z = scale[2] ?
activeTransform.localScale.z : transforms[i].localScale.z;
transforms[i].localScale = newScale;
}
}
}
[MenuItem("Examples/Position-Rotation-Scale Aligner")]
static void Init() {
Aligner window = (Aligner)EditorWindow.GetWindow(typeof(Aligner));
window.Show();
}
}