PickGameObject
Pick game object closest to specified position.
Read time 11 minutesLast updated 4 days ago
Definition
- Type: Method
- Namespace: UnityEditor
- Assembly: UnityEditor
PickGameObject(Vector2, int)
Pick game object closest to specified position.
public static GameObject PickGameObject(Vector2 position, out int materialIndex)
Parameters
Returns
Type | Description |
|---|---|
| GameObject | The GameObject that is under the requested position. |
Remarks
HandleUtility.PickGameObject must not be called during a repaint. In most cases it is appropriate to call during EventType.MouseDown or EventType.MouseUp.
Examples
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(); }}
PickGameObject(Vector2, GameObject[], int)
Pick game object closest to specified position.
public static GameObject PickGameObject(Vector2 position, GameObject[] ignore, out int materialIndex)
Parameters
A position in screen coordinates. The top-left of the window is (0,0), and the bottom-right is (Screen.width, Screen.height).
An array of GameObjects that will not be considered when selecting the nearest GameObject.
Returns index into material array of the Renderer component that is closest to specified position.
Returns
Type | Description |
|---|---|
| GameObject | The GameObject that is under the requested position. |
Remarks
HandleUtility.PickGameObject must not be called during a repaint. In most cases it is appropriate to call during EventType.MouseDown or EventType.MouseUp.
Examples
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(); }}
PickGameObject(Vector2, bool)
Pick game object closest to specified position.
public static GameObject PickGameObject(Vector2 position, bool selectPrefabRoot)
Parameters
Returns
Type | Description |
|---|---|
| GameObject | The GameObject that is under the requested position. |
Remarks
HandleUtility.PickGameObject must not be called during a repaint. In most cases it is appropriate to call during EventType.MouseDown or EventType.MouseUp.
Examples
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(); }}
PickGameObject(Vector2, bool, GameObject[])
Pick game object closest to specified position.
public static GameObject PickGameObject(Vector2 position, bool selectPrefabRoot, GameObject[] ignore)
Parameters
A position in screen coordinates. The top-left of the window is (0,0), and the bottom-right is (Screen.width, Screen.height).
Select Prefab.
An array of GameObjects that will not be considered when selecting the nearest GameObject.
Returns
Type | Description |
|---|---|
| GameObject | The GameObject that is under the requested position. |
Remarks
HandleUtility.PickGameObject must not be called during a repaint. In most cases it is appropriate to call during EventType.MouseDown or EventType.MouseUp.
Examples
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(); }}
PickGameObject(Vector2, bool, GameObject[], GameObject[])
Pick game object closest to specified position.
public static GameObject PickGameObject(Vector2 position, bool selectPrefabRoot, GameObject[] ignore, GameObject[] filter)
Parameters
A position in screen coordinates. The top-left of the window is (0,0), and the bottom-right is (Screen.width, Screen.height).
Select Prefab.
An array of GameObjects that will not be considered when selecting the nearest GameObject.
An array of GameObjects to be exclusively considered for selection. If null, all GameObjects in open scenes are eligible for selection.
Returns
Type | Description |
|---|---|
| GameObject | The GameObject that is under the requested position. |
Remarks
HandleUtility.PickGameObject must not be called during a repaint. In most cases it is appropriate to call during EventType.MouseDown or EventType.MouseUp.
Examples
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(); }}
PickGameObject(Vector2, GameObject[], GameObject[], int)
Pick game object closest to specified position.
public static GameObject PickGameObject(Vector2 position, GameObject[] ignore, GameObject[] selection, out int materialIndex)
Parameters
A position in screen coordinates. The top-left of the window is (0,0), and the bottom-right is (Screen.width, Screen.height).
An array of GameObjects that will not be considered when selecting the nearest GameObject.
An array of GameObjects to be exclusively considered for selection. If null, all GameObjects in open scenes are eligible for selection.
Returns index into material array of the Renderer component that is closest to specified position.
Returns
Type | Description |
|---|---|
| GameObject | The GameObject that is under the requested position. |
Remarks
HandleUtility.PickGameObject must not be called during a repaint. In most cases it is appropriate to call during EventType.MouseDown or EventType.MouseUp.
Examples
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(); }}
PickGameObject(Vector2, bool, GameObject[], GameObject[], int)
Pick game object closest to specified position.
public static GameObject PickGameObject(Vector2 position, bool selectPrefabRoot, GameObject[] ignore, GameObject[] filter, out int materialIndex)
Parameters
A position in screen coordinates. The top-left of the window is (0,0), and the bottom-right is (Screen.width, Screen.height).
Select Prefab.
An array of GameObjects that will not be considered when selecting the nearest GameObject.
An array of GameObjects to be exclusively considered for selection. If null, all GameObjects in open scenes are eligible for selection.
Returns index into material array of the Renderer component that is closest to specified position.
Returns
Type | Description |
|---|---|
| GameObject | The GameObject that is under the requested position. |
Remarks
HandleUtility.PickGameObject must not be called during a repaint. In most cases it is appropriate to call during EventType.MouseDown or EventType.MouseUp.
Examples
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(); }}