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Unity Engine


CreateGameObjectWithHideFlags(string, HideFlags, params Type[])

Creates a game object with HideFlags and specified components.
Read time 1 minuteLast updated 10 days ago

Definition

  • Type: Method
  • Namespace: UnityEditor
  • Assembly: UnityEditor

CreateGameObjectWithHideFlags(string, HideFlags, Type[])

public static GameObject CreateGameObjectWithHideFlags(string name, HideFlags flags, params Type[] components)

Parameters

name



components

Returns

Type

Description

GameObject

Remarks

This is very similar to creating a GameObject the usual way, except it sets the specified HideFlags immediately.
EditorUtility CreateGameObjectWithHideFlags (CreateGameObjectWithHideFlags(string, HideFlags, params Type[]))
Editor Window that shows how does the example looks.

Examples

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(); }}