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    Class SimulationView

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

    Inheritance
    Object
    Object
    ScriptableObject
    EditorWindow
    UnityEditor.SearchableEditorWindow
    SceneView
    SimulationView
    Inherited Members
    UnityEditor.SceneView.m_SceneLighting
    SceneView.m_AudioPlay
    UnityEditor.SceneView.onSceneGUIDelegate
    SceneView.m_RenderMode
    SceneView.m_ValidateTrueMetals
    SceneView.ResetCameraSettings()
    SceneView.SetSceneViewShaderReplace(Shader, String)
    SceneView.FrameLastActiveSceneView()
    UnityEditor.SceneView.FrameLastActiveSceneViewWithLock()
    SceneView.GetAllSceneCameras()
    SceneView.RepaintAll()
    UnityEditor.SceneView.IsCameraDrawModeEnabled(UnityEditor.SceneView.CameraMode)
    UnityEditor.SceneView.FixNegativeSize()
    SceneView.LookAt(Vector3)
    SceneView.LookAt(Vector3, Quaternion)
    SceneView.LookAtDirect(Vector3, Quaternion)
    SceneView.LookAt(Vector3, Quaternion, Single)
    SceneView.LookAtDirect(Vector3, Quaternion, Single)
    SceneView.LookAt(Vector3, Quaternion, Single, Boolean)
    SceneView.LookAt(Vector3, Quaternion, Single, Boolean, Boolean)
    SceneView.AlignViewToObject(Transform)
    SceneView.AlignWithView()
    SceneView.MoveToView()
    SceneView.MoveToView(Transform)
    SceneView.FrameSelected()
    SceneView.FrameSelected(Boolean)
    UnityEditor.SceneView.FrameSelected(System.Boolean, System.Boolean)
    UnityEditor.SceneView.Frame(UnityEngine.Bounds, System.Boolean)
    SceneView.AddCameraMode(String, String)
    SceneView.ClearUserDefinedCameraModes()
    SceneView.GetBuiltinCameraMode(DrawCameraMode)
    SceneView.lastActiveSceneView
    SceneView.currentDrawingSceneView
    SceneView.selectedOutlineColor
    SceneView.drawGizmos
    UnityEditor.SceneView.customScene
    UnityEditor.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
    UnityEditor.SceneView.onValidateCameraMode
    UnityEditor.SceneView.onCameraModeChanged
    UnityEditor.SceneView.gridVisibilityChanged
    UnityEditor.SceneView.beforeSceneGui
    UnityEditor.SceneView.duringSceneGui
    UnityEditor.SearchableEditorWindow.m_SearchGroup
    EditorWindow.BeginWindows()
    EditorWindow.EndWindows()
    EditorWindow.ShowNotification(GUIContent)
    EditorWindow.ShowNotification(GUIContent, Double)
    EditorWindow.RemoveNotification()
    UnityEditor.EditorWindow.ShowTab()
    EditorWindow.Focus()
    EditorWindow.ShowUtility()
    EditorWindow.ShowPopup()
    EditorWindow.ShowModalUtility()
    EditorWindow.ShowAsDropDown(Rect, Vector2)
    EditorWindow.Show()
    EditorWindow.Show(Boolean)
    EditorWindow.ShowAuxWindow()
    EditorWindow.ShowModal()
    EditorWindow.GetWindow(Type, Boolean, String, Boolean)
    EditorWindow.GetWindow(Type, Boolean, String)
    EditorWindow.GetWindow(Type, Boolean)
    EditorWindow.GetWindow(Type)
    EditorWindow.GetWindowWithRect(Type, Rect, Boolean, String)
    EditorWindow.GetWindowWithRect(Type, Rect, Boolean)
    EditorWindow.GetWindowWithRect(Type, Rect)
    UnityEditor.EditorWindow.GetWindow<T>()
    UnityEditor.EditorWindow.GetWindow<T>(System.Boolean)
    UnityEditor.EditorWindow.GetWindow<T>(System.Boolean, System.String)
    UnityEditor.EditorWindow.GetWindow<T>(System.String)
    UnityEditor.EditorWindow.GetWindow<T>(System.String, System.Boolean)
    UnityEditor.EditorWindow.GetWindow<T>(System.Boolean, System.String, System.Boolean)
    UnityEditor.EditorWindow.GetWindow<T>(System.Type[])
    UnityEditor.EditorWindow.GetWindow<T>(System.String, System.Type[])
    UnityEditor.EditorWindow.GetWindow<T>(System.String, System.Boolean, System.Type[])
    UnityEditor.EditorWindow.CreateWindow<T>(System.Type[])
    UnityEditor.EditorWindow.CreateWindow<T>(System.String, System.Type[])
    UnityEditor.EditorWindow.HasOpenInstances<T>()
    EditorWindow.FocusWindowIfItsOpen(Type)
    UnityEditor.EditorWindow.FocusWindowIfItsOpen<T>()
    UnityEditor.EditorWindow.GetWindowWithRect<T>(UnityEngine.Rect)
    UnityEditor.EditorWindow.GetWindowWithRect<T>(UnityEngine.Rect, System.Boolean)
    UnityEditor.EditorWindow.GetWindowWithRect<T>(UnityEngine.Rect, System.Boolean, System.String)
    UnityEditor.EditorWindow.GetWindowWithRect<T>(UnityEngine.Rect, System.Boolean, System.String, System.Boolean)
    EditorWindow.Close()
    EditorWindow.Repaint()
    EditorWindow.SendEvent(Event)
    EditorWindow.GetExtraPaneTypes()
    EditorWindow.rootVisualElement
    EditorWindow.wantsMouseMove
    EditorWindow.wantsMouseEnterLeaveWindow
    EditorWindow.autoRepaintOnSceneChange
    EditorWindow.maximized
    EditorWindow.focusedWindow
    EditorWindow.mouseOverWindow
    EditorWindow.minSize
    EditorWindow.maxSize
    EditorWindow.title
    EditorWindow.titleContent
    UnityEditor.EditorWindow.depthBufferBits
    UnityEditor.EditorWindow.antiAlias
    EditorWindow.position
    ScriptableObject.SetDirty()
    ScriptableObject.CreateInstance(String)
    ScriptableObject.CreateInstance(Type)
    ScriptableObject.CreateInstance<T>()
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(Object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, Boolean)
    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, Boolean)
    Object.Destroy(Object, Single)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, Boolean)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, Single)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectOfType<T>()
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.ToString()
    Object.name
    Object.hideFlags
    Namespace: Unity.MARS
    Syntax
    [Serializable]
    public class SimulationView : SceneView, IHasCustomMenu, ISimulationView

    Fields

    DeviceViewWindowTitle

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

    SimulationViewWindowTitle

    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

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

    EditorBackgroundColor

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

    EnvironmentSceneActive

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

    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
    Implements
    ISimulationView.SceneType

    SimulationViews

    List of all Simulation Views

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

    UseXRay

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

    Methods

    AddItemsToMenu(GenericMenu)

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

    CacheLookAt(Vector3, Quaternion, Single)

    Cache the LookAt information for the Simulation scene type when it is not the active view type

    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.

    Single newSize

    The amount of camera zoom. Sets size.

    InitWindowInDeviceView()

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

    InitWindowInSimulationView()

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

    OnDestroy()

    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
    protected override void OnGUI()
    Overrides
    UnityEditor.SceneView.OnGUI()

    SetupViewAsSimUser(Boolean)

    Setup the view as using the Simulation Scene.

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

    Force using the framing of the simulated environment settings.

    Implements
    ISimulationView.SetupViewAsSimUser(Boolean)

    SupportsStageHandling()

    Declaration
    protected override bool SupportsStageHandling()
    Returns
    Type Description
    Boolean
    Overrides
    SceneView.SupportsStageHandling()

    Extension Methods

    SimulationControlsGUI.DrawSimulationViewToolbar(SimulationView)
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