Version: 2019.1 (switch to 2018.4
LanguageEnglish
  • C#

DrawGizmo

class in UnityEditor

/

Implemented in:UnityEditor

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

The DrawGizmo attribute allows you to supply a gizmo renderer for any Component.

The renderer function must be static, and take two parameters: the object for which the gizmo is being drawn, and a GizmoType parameter which indicates the context in which the gizmo is being drawn.

The renderer function can be defined in any class, including editor scripts. This allows you to keep your gizmo-drawing code out of your component scripts so that it is not included in builds.

See Also: GizmoType.

using UnityEngine;
using UnityEditor;

public class MyScript : MonoBehaviour { }

// The icon has to be stored in Assets/Gizmos

public class MyScriptGizmoDrawer { [DrawGizmo(GizmoType.Selected | GizmoType.Active)] static void DrawGizmoForMyScript(MyScript scr, GizmoType gizmoType) { Vector3 position = scr.transform.position;

if (Vector3.Distance(position, Camera.current.transform.position) > 10f) Gizmos.DrawIcon(position, "MyScript Gizmo.tiff"); } }

Constructors

DrawGizmoDefines when the gizmo should be invoked for drawing.

Did you find this page useful? Please give it a rating: