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.
CloseFor 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.
CloseselectPrefabRoot | Select Prefab. |
materialIndex | Returns index into material array of the Renderer component that is closest to specified position. |
position | A position in screen coordinates. The top-left of the window is (0,0), and the bottom-right is (Screen.width, Screen.height). |
ignore | An array of GameObjects that will not be considered when selecting the nearest GameObject. |
filter | An array of GameObjects to be exclusively considered for selection. If null, all GameObjects in open scenes are eligible for selection. |
selection | An array of GameObjects to be exclusively considered for selection. If null, all GameObjects in open scenes are eligible for selection. |
GameObject The GameObject that is under the requested position.
Pick game object closest to specified position.
HandleUtility.PickGameObject must not be called during a repaint. In most cases it is appropriate to call during EventType.MouseDown or EventType.MouseUp.
using UnityEditor; using UnityEngine;
static class ShowHovered { static GameObject m_LastHoveredObject, m_LastClickedObject;
[InitializeOnLoadMethod] static void Init() { SceneView.duringSceneGui += OnSceneGUI; }
static void OnSceneGUI(SceneView view) { var evt = Event.current;
// Register a control so that if no other handle is engaged, we can use the event. var pickingControlId = GUIUtility.GetControlID(FocusType.Passive); HandleUtility.AddDefaultControl(pickingControlId);
switch (evt.type) { case EventType.MouseMove: { var picked = HandleUtility.PickGameObject(evt.mousePosition, false);
if (picked != m_LastHoveredObject) { m_LastHoveredObject = picked; SceneView.RepaintAll(); }
break; }
case EventType.MouseDown: { // Make sure to check Tools.viewToolActive before consuming a mouse event, otherwise Scene navigation // controls will not work. if (!Tools.viewToolActive && HandleUtility.nearestControl == pickingControlId) { GUIUtility.hotControl = pickingControlId; evt.Use(); }
break; }
case EventType.MouseUp: { // If the hotControl is not pickingControlId, that means another control has the rights to this event. if (GUIUtility.hotControl != pickingControlId) return;
var picked = HandleUtility.PickGameObject(evt.mousePosition, false);
if (picked != m_LastClickedObject) { m_LastClickedObject = picked; SceneView.RepaintAll(); }
// Make sure to Use() and reset the hotControl the event if we are the active control ID. evt.Use(); GUIUtility.hotControl = 0; break; } }
Handles.BeginGUI(); GUILayout.BeginVertical(EditorStyles.helpBox, GUILayout.ExpandWidth(false)); GUILayout.Label($"Last Hovered Object: {m_LastHoveredObject}"); GUILayout.Label($"Last Clicked Object: {m_LastClickedObject}"); GUILayout.EndVertical(); Handles.EndGUI(); } }
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.