Version: Unity 6 (6000.0)
LanguageEnglish
  • C#

ContextMenuUtility

class in UnityEditor.Actions

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

Provides methods to add menu items to the Scene view context menu.

using UnityEditor;
using UnityEditor.Actions;
using UnityEngine;

// Add a menu item to the Scene View context menu that creates a cube where-ever the mouse clicks.
public class CreateCube : EditorAction
{
    GameObject m_GameObject;
    int m_UndoStart;

    // Prefixing the menu item path with "CONTEXT" indicates that this is a context menu item. Context menu items are
    // not added to the application menu bar. The second section of the menu path is the name of the type that this
    // menu item is applicable to. The context menu in the Scene View for example will look for context menu items for
    // each of the following types:
    //    1. The active EditorToolContext type.
    //    2. The active EditorTool type.
    //    3. All component types in the selection. Ex, Transform, MeshRenderer, BoxCollider, etc...
    // As an example, to create a context menu item that is shown when context clicking in the Scene View with a
    // GameObject selected that has a MeshFilter component, use "CONTEXT/MeshFilter/My Menu Item".
    [MenuItem("CONTEXT/GameObjectToolContext/Create Cube")]
    static void Init()
    {
        EditorAction.Start<CreateCube>();
    }

    public CreateCube()
    {
        // Show a preview cube at the cursor.
        m_GameObject = GameObject.CreatePrimitive(PrimitiveType.Cube);
        // If the action is cancelled, we'll clean up the unused resource by calling Undo.PerformUndo().
        Undo.RegisterCreatedObjectUndo(m_GameObject, "Create Cube");
        // To avoid an unsightly "jump" when the cursor first moves, disable the preview until we have a valid
        // intersection point to place the object.
        m_GameObject.SetActive(false);
        m_UndoStart = Undo.GetCurrentGroup();
    }

    public override void OnSceneGUI(SceneView view)
    {
        var evt = Event.current;
        var id = GUIUtility.GetControlID(FocusType.Passive);

        if (evt.type == EventType.MouseMove)
        {
            HandleUtility.AddControl(id, 0);
            // Disable preview object so that we don't intersect with object placement ray.
            m_GameObject.SetActive(false);
            var intersected = HandleUtility.PlaceObject(evt.mousePosition, out var position, out var normal);
            m_GameObject.SetActive(true);
            if (intersected)
            {
                Undo.RecordObject(m_GameObject, "Create Cube");
                m_GameObject.transform.position = position;
                m_GameObject.transform.rotation = Quaternion.LookRotation(normal);
            }
        }

        // By checking that no mouse modifiers are active, we can allow for camera movement without breaking the
        // action.
        if (evt.type == EventType.MouseDown && evt.modifiers == EventModifiers.None)
        {
            GUIUtility.hotControl = id;
            evt.Use();
        }

        if (GUIUtility.hotControl == id && evt.type == EventType.MouseUp)
        {
            evt.Use();
            GUIUtility.hotControl = 0;
            Finish(EditorActionResult.Success);
        }
    }

    // Since the object we want to instantiate is already in the scene, there is nothing more to do in the OnFinish
    // function if the action exits successfully. If the action is cancelled however, we'll remove the instantiated
    // object from the scene by calling undo.
    protected override void OnFinish(EditorActionResult result)
    {
        if (result == EditorActionResult.Canceled)
        {
            Undo.PerformUndo();
            return;
        }

        Selection.activeObject = m_GameObject;
        // Merge the selection change and GameObject creation/placement to a single undo entry.
        Undo.CollapseUndoOperations(m_UndoStart);
    }
}

Static Methods

AddClipboardEntriesToAdds clipboard operations to the Scene view context menu.
AddComponentEntriesToAdds the component menu items of the current selection to the Scene view context menu.
AddGameObjectEntriesToAdds the default actions for a GameObject and the component menu items of the current selection to the Scene view context menu.
AddMenuItemAdd a MenuItem to the Scene view context menu.
AddMenuItemsForTypeAdds all MenuItem of a specific type to the Scene view context menu.
AddMenuItemWithContextAdds a MenuItem to the Scene view context menu.