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    Class SimulationView

    MARS Simulation View displays a separate 3D scene by extending SceneView.

    Inheritance
    object
    Object
    ScriptableObject
    EditorWindow
    SearchableEditorWindow
    SceneView
    SimulationView
    Implements
    IHasCustomMenu
    ISupportsOverlays
    ISimulationView
    ISerializationCallbackReceiver
    Inherited Members
    SceneView.lastActiveSceneViewChanged
    SceneView.m_AudioPlay
    SceneView.m_RenderMode
    SceneView.m_ValidateTrueMetals
    SceneView.ResetCameraSettings()
    SceneView.SetSceneViewShaderReplace(Shader, string)
    SceneView.FrameLastActiveSceneView()
    SceneView.FrameLastActiveSceneViewWithLock()
    SceneView.GetAllSceneCameras()
    SceneView.RepaintAll()
    SceneView.AddOverlayToActiveView<T>(T)
    SceneView.RemoveOverlayFromActiveView<T>(T)
    SceneView.IsCameraDrawModeSupported(SceneView.CameraMode)
    SceneView.IsCameraDrawModeEnabled(SceneView.CameraMode)
    SceneView.FixNegativeSize()
    SceneView.LookAt(Vector3)
    SceneView.LookAt(Vector3, Quaternion)
    SceneView.LookAtDirect(Vector3, Quaternion)
    SceneView.LookAt(Vector3, Quaternion, float)
    SceneView.LookAtDirect(Vector3, Quaternion, float)
    SceneView.LookAt(Vector3, Quaternion, float, bool)
    SceneView.LookAt(Vector3, Quaternion, float, bool, bool)
    SceneView.AlignViewToObject(Transform)
    SceneView.AlignWithView()
    SceneView.MoveToView()
    SceneView.MoveToView(Transform)
    SceneView.FrameSelected()
    SceneView.FrameSelected(bool)
    SceneView.FrameSelected(bool, bool)
    SceneView.Frame(Bounds, bool)
    SceneView.AddCameraMode(string, string)
    SceneView.ClearUserDefinedCameraModes()
    SceneView.GetBuiltinCameraMode(DrawCameraMode)
    SceneView.lastActiveSceneView
    SceneView.currentDrawingSceneView
    SceneView.selectedOutlineColor
    SceneView.isUsingSceneFiltering
    SceneView.drawGizmos
    SceneView.customScene
    SceneView.cameraViewport
    SceneView.customParentForDraggedObjects
    SceneView.sceneLighting
    SceneView.in2DMode
    SceneView.isRotationLocked
    SceneView.audioPlay
    SceneView.renderMode
    SceneView.cameraMode
    SceneView.validateTrueMetals
    SceneView.sceneViewState
    SceneView.showGrid
    SceneView.cameraSettings
    SceneView.lastSceneViewRotation
    SceneView.cameraDistance
    SceneView.sceneViews
    SceneView.camera
    SceneView.pivot
    SceneView.rotation
    SceneView.size
    SceneView.orthographic
    SceneView.onValidateCameraMode
    SceneView.onCameraModeChanged
    SceneView.gridVisibilityChanged
    SceneView.beforeSceneGui
    SceneView.duringSceneGui
    SearchableEditorWindow.m_SearchGroup
    EditorWindow.focusedWindowChanged
    EditorWindow.BeginWindows()
    EditorWindow.EndWindows()
    EditorWindow.ShowNotification(GUIContent)
    EditorWindow.ShowNotification(GUIContent, double)
    EditorWindow.RemoveNotification()
    EditorWindow.ShowTab()
    EditorWindow.Focus()
    EditorWindow.ShowUtility()
    EditorWindow.ShowPopup()
    EditorWindow.ShowModalUtility()
    EditorWindow.ShowAsDropDown(Rect, Vector2)
    EditorWindow.Show()
    EditorWindow.Show(bool)
    EditorWindow.ShowAuxWindow()
    EditorWindow.ShowModal()
    EditorWindow.GetWindow(Type, bool, string, bool)
    EditorWindow.GetWindow(Type, bool, string)
    EditorWindow.GetWindow(Type, bool)
    EditorWindow.GetWindow(Type)
    EditorWindow.GetWindowWithRect(Type, Rect, bool, string)
    EditorWindow.GetWindowWithRect(Type, Rect, bool)
    EditorWindow.GetWindowWithRect(Type, Rect)
    EditorWindow.GetWindow<T>()
    EditorWindow.GetWindow<T>(bool)
    EditorWindow.GetWindow<T>(bool, string)
    EditorWindow.GetWindow<T>(string)
    EditorWindow.GetWindow<T>(string, bool)
    EditorWindow.GetWindow<T>(bool, string, bool)
    EditorWindow.GetWindow<T>(params Type[])
    EditorWindow.GetWindow<T>(string, params Type[])
    EditorWindow.GetWindow<T>(string, bool, params Type[])
    EditorWindow.CreateWindow<T>(params Type[])
    EditorWindow.CreateWindow<T>(string, params Type[])
    EditorWindow.HasOpenInstances<T>()
    EditorWindow.FocusWindowIfItsOpen(Type)
    EditorWindow.FocusWindowIfItsOpen<T>()
    EditorWindow.GetWindowWithRect<T>(Rect)
    EditorWindow.GetWindowWithRect<T>(Rect, bool)
    EditorWindow.GetWindowWithRect<T>(Rect, bool, string)
    EditorWindow.GetWindowWithRect<T>(Rect, bool, string, bool)
    EditorWindow.SaveChanges()
    EditorWindow.DiscardChanges()
    EditorWindow.Close()
    EditorWindow.Repaint()
    EditorWindow.SendEvent(Event)
    EditorWindow.GetExtraPaneTypes()
    EditorWindow.TryGetOverlay(string, out Overlay)
    EditorWindow.OnBackingScaleFactorChanged()
    EditorWindow.dataModeController
    EditorWindow.rootVisualElement
    EditorWindow.overlayCanvas
    EditorWindow.wantsMouseMove
    EditorWindow.wantsMouseEnterLeaveWindow
    EditorWindow.wantsLessLayoutEvents
    EditorWindow.autoRepaintOnSceneChange
    EditorWindow.maximized
    EditorWindow.hasFocus
    EditorWindow.docked
    EditorWindow.focusedWindow
    EditorWindow.mouseOverWindow
    EditorWindow.hasUnsavedChanges
    EditorWindow.saveChangesMessage
    EditorWindow.minSize
    EditorWindow.maxSize
    EditorWindow.title
    EditorWindow.titleContent
    EditorWindow.depthBufferBits
    EditorWindow.antiAlias
    EditorWindow.position
    EditorWindow.windowFocusChanged
    ScriptableObject.SetDirty()
    ScriptableObject.CreateInstance(string)
    ScriptableObject.CreateInstance(Type)
    ScriptableObject.CreateInstance<T>()
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.InstantiateAsync<T>(T)
    Object.InstantiateAsync<T>(T, Transform)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int)
    Object.InstantiateAsync<T>(T, int, Transform)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion, CancellationToken)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>, CancellationToken)
    Object.InstantiateAsync<T>(T, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, int, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>, InstantiateParameters, CancellationToken)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Scene)
    Object.Instantiate<T>(T, InstantiateParameters)
    Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: UnityEditor.MARS.Simulation
    Assembly: Unity.MARS.Editor.dll
    Syntax
    [Serializable]
    [MovedFrom("Unity.MARS")]
    public class SimulationView : SceneView, IHasCustomMenu, ISupportsOverlays, ISimulationView, ISerializationCallbackReceiver

    Fields

    DeviceViewWindowTitle

    Title of the window when in device view mode

    Declaration
    public const string DeviceViewWindowTitle = "Device View"
    Field Value
    Type Description
    string

    SimulationViewWindowTitle

    Title of the window when in simulation view mode

    Declaration
    public const string SimulationViewWindowTitle = "Simulation View"
    Field Value
    Type Description
    string

    Properties

    ActiveSimulationView

    The last Simulation View the user focused

    Declaration
    public static SceneView ActiveSimulationView { get; }
    Property Value
    Type Description
    SceneView

    DesaturateInactive

    (Obsolete) Desaturate the inactive composite layer

    Declaration
    [Obsolete]
    public bool DesaturateInactive { get; set; }
    Property Value
    Type Description
    bool

    EditorBackgroundColor

    The editor background color form the user's editor preferences

    Declaration
    public static Color EditorBackgroundColor { get; }
    Property Value
    Type Description
    Color

    EnvironmentSceneActive

    Is the simulation environment layer the active scene in the view

    Declaration
    public bool EnvironmentSceneActive { get; set; }
    Property Value
    Type Description
    bool

    LastHoveredSimulationOrDeviceView

    The Simulation or Device View that was most recently hovered by the mouse

    Declaration
    public static SceneView LastHoveredSimulationOrDeviceView { get; }
    Property Value
    Type Description
    SceneView

    NormalSceneView

    The primary scene view. Not a Simulation View.

    Declaration
    public static SceneView NormalSceneView { get; }
    Property Value
    Type Description
    SceneView

    SceneType

    Whether this view is in Sim or Device mode

    Declaration
    public ViewSceneType SceneType { get; set; }
    Property Value
    Type Description
    ViewSceneType

    SimulationViews

    List of all Simulation Views

    Declaration
    public static List<SimulationView> SimulationViews { get; }
    Property Value
    Type Description
    List<SimulationView>

    UseXRay

    Use x-ray rendering in the view

    Declaration
    public bool UseXRay { get; set; }
    Property Value
    Type Description
    bool

    Methods

    AddItemsToMenu(GenericMenu)

    Adds your custom menu items to an Editor Window.

    Declaration
    public override void AddItemsToMenu(GenericMenu menu)
    Parameters
    Type Name Description
    GenericMenu menu
    Overrides
    UnityEditor.SceneView.AddItemsToMenu(UnityEditor.GenericMenu)

    CacheLookAt(Vector3, Quaternion, float)

    Cache the LookAt information for the current synthetic environment

    Declaration
    public void CacheLookAt(Vector3 point, Quaternion direction, float newSize)
    Parameters
    Type Name Description
    Vector3 point

    The position in world space to frame.

    Quaternion direction

    The direction that the Scene view should view the target point from.

    float newSize

    The amount of camera zoom. Sets size.

    InitWindowInDeviceView()

    Initialize the the simulation view window in device view mode.

    Declaration
    [MenuItem("Window/MARS/Device View", priority = 1023)]
    public static void InitWindowInDeviceView()

    InitWindowInSimulationView()

    Initialize the the simulation view window in simulation view mode.

    Declaration
    [MenuItem("Window/MARS/Simulation View", priority = 1022)]
    public static void InitWindowInSimulationView()

    OnDestroy()

    OnDestroy is called to close the EditorWindow window.

    Declaration
    protected virtual void OnDestroy()

    OnDisable()

    Declaration
    public override void OnDisable()
    Overrides
    UnityEditor.SceneView.OnDisable()

    OnEnable()

    Declaration
    public override void OnEnable()
    Overrides
    UnityEditor.SceneView.OnEnable()

    OnGUI()

    Declaration
    [Obsolete]
    protected override void OnGUI()
    Overrides
    UnityEditor.SceneView.OnGUI()

    OnSceneGUI()

    Declaration
    protected override void OnSceneGUI()
    Overrides
    UnityEditor.SceneView.OnSceneGUI()

    SetupViewAsSimUser(bool)

    Setup the view as using the Simulation Scene.

    Declaration
    public void SetupViewAsSimUser(bool forceFrame = false)
    Parameters
    Type Name Description
    bool forceFrame

    Force using the framing of the simulated environment settings.

    SupportsStageHandling()

    Scene view does not support stage handling and will not switch when stage is changed

    Declaration
    protected override bool SupportsStageHandling()
    Returns
    Type Description
    bool

    False view will not change when the stage is changed

    Overrides
    SceneView.SupportsStageHandling()

    Implements

    IHasCustomMenu
    ISupportsOverlays
    ISimulationView
    ISerializationCallbackReceiver

    Extension Methods

    MarsEditorUtils.MarsCustomMenuOptions(EditorWindow, GenericMenu)
    SimulationControlsGUI.DrawSimulationViewToolbar(SimulationView)
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