Creates a game object with HideFlags and specified components.
This is very similar to creating a GameObject the usual way, except it
sets the specified HideFlags immediately.
Editor Window that shows how does the example looks.
using UnityEngine; using UnityEditor;
public class CreateGOHideFlagsExample : EditorWindow { string objName = "GameObject"; int instanceID = 0; bool create = true; GameObject go = null; bool hideHierarchy = false;
[MenuItem( "Example/GameObject Flags" )] static void Init( ) { // Get existing open window or if none, make a new one: CreateGOHideFlagsExample window = (CreateGOHideFlagsExample)EditorWindow.GetWindow( typeof(CreateGOHideFlagsExample) ); window.Show( ); }
void OnGUI( ) { create = EditorGUILayout.Toggle( "Create a GO:", create ); GUI.enabled = create;
objName = EditorGUILayout.TextField( "GameObject Name:", objName ); if( GUILayout.Button( "Create" ) ) { GameObject created = EditorUtility.CreateGameObjectWithHideFlags( objName, hideHierarchy ? HideFlags.HideInHierarchy : 0);
instanceID = created.GetInstanceID( ); Debug.Log( "Created GameObject ID: " + instanceID ); }
GUI.enabled = !create;
EditorGUILayout.BeginHorizontal( );
instanceID = EditorGUILayout.IntField( "Instance ID:", instanceID );
if( GUILayout.Button( "Search & Update flags" ) ) { go = null; go = EditorUtility.InstanceIDToObject( instanceID ) as GameObject; if( go ) go.hideFlags = hideHierarchy ? HideFlags.HideInHierarchy : 0; }
EditorGUILayout.EndHorizontal( );
if( !go ) EditorGUILayout.LabelField( "Object: ", (go == null) ? "No object was found" : go.name );
GUI.enabled = true; hideHierarchy = EditorGUILayout.Toggle( "HideInHierarchy", hideHierarchy ); }
void OnInspectorUpdate( ) { Repaint( ); } }