Version: 2022.3
LanguageEnglish
  • C#

HandleUtility.PickGameObject

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Declaration

public static GameObject PickGameObject(Vector2 position, out int materialIndex);

Declaration

public static GameObject PickGameObject(Vector2 position, GameObject[] ignore, out int materialIndex);

Declaration

public static GameObject PickGameObject(Vector2 position, GameObject[] ignore, GameObject[] selection, out int materialIndex);

Declaration

public static GameObject PickGameObject(Vector2 position, bool selectPrefabRoot);

Declaration

public static GameObject PickGameObject(Vector2 position, bool selectPrefabRoot, GameObject[] ignore);

Declaration

public static GameObject PickGameObject(Vector2 position, bool selectPrefabRoot, GameObject[] ignore, GameObject[] filter);

Declaration

public static GameObject PickGameObject(Vector2 position, bool selectPrefabRoot, GameObject[] ignore, GameObject[] filter, out int materialIndex);

Parameters

selectPrefabRoot 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.

Returns

GameObject The GameObject that is under the requested position.

Description

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(); } }