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CloseSets the value of the preference identified by key
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Round rotations/positions and remember the active option.
// Simple script that lets you round rotations and // round your positions of your selected objects. // and it remembers which option is being active
class EditorPrefsBool extends EditorWindow {
var showRoundPosition : boolean = true; var showRoundRotation : boolean = true;
@MenuItem("Examples/Round positions-rotations") static function Init() { var window = GetWindow(EditorPrefsBool); window.Show(); } function OnGUI() { showRoundPosition = EditorGUILayout.BeginToggleGroup("Round Position",showRoundPosition); if(GUILayout.Button("Round Position!")) DoRoundPosition(); EditorGUILayout.EndToggleGroup(); showRoundRotation = EditorGUILayout.BeginToggleGroup("Round Rotation", showRoundRotation); if(GUILayout.Button("Round Rotation!")) DoRoundRotation(); EditorGUILayout.EndToggleGroup(); }
function DoRoundPosition() { for (var t : Transform in Selection.transforms) t.localPosition = Vector3(Mathf.Round(t.localPosition.x), Mathf.Round(t.localPosition.z), Mathf.Round(t.localPosition.y)); } function DoRoundRotation() { for (var t : Transform in Selection.transforms) t.rotation = Quaternion.Euler( Vector3(Mathf.Round(t.eulerAngles.x / 45f) * 45f, Mathf.Round(t.eulerAngles.y / 45f) * 45f, Mathf.Round(t.eulerAngles.z / 45f) * 45f)); } function OnFocus() { if(EditorPrefs.HasKey("ShowRoundPosition")) showRoundPosition = EditorPrefs.GetBool("ShowRoundPosition"); if(EditorPrefs.HasKey("ShowRoundRotation")) showRoundPosition = EditorPrefs.GetBool("ShowRoundRotation"); }
function OnLostFocus() { EditorPrefs.SetBool("ShowRoundPosition", showRoundPosition); EditorPrefs.SetBool("ShowRoundRotation", showRoundRotation); } function OnDestroy() { EditorPrefs.SetBool("ShowRoundPosition", showRoundPosition); EditorPrefs.SetBool("ShowRoundRotation", showRoundRotation); } }