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Unity Engine


OnSceneGUI(SceneView)

Callback raised when the Scene view calls OnGUI.
Read time 1 minuteLast updated 10 days ago

Definition

public virtual void OnSceneGUI(SceneView sceneView)

Parameters

sceneView

The Scene view that
Actions.EditorAction.OnSceneGUI
is called in.

Remarks

Use this method to implement any handles or interactive code. This is equivalent in functionality to EditorTool.OnToolGUI.

Examples

using System;using UnityEditor;using UnityEditor.Actions;using UnityEditor.Overlays;using UnityEngine;using UnityEngine.UIElements;public class EditorActionSampleOverlay : Overlay{ Vector3Field m_Field; public Action<Vector3> positionChanged; public void SetPosition(Vector3 position) { m_Field?.SetValueWithoutNotify(position); } public override VisualElement CreatePanelContent() { m_Field = new Vector3Field(); m_Field.RegisterValueChangedCallback((evt) => positionChanged?.Invoke(evt.newValue)); return m_Field; }}public class EditorActionSample : EditorAction{ [MenuItem("Test/Start Action Sample")] static void StartEditorActionSample() { Start(new EditorActionSample()); } public Vector3 handlePosition = Vector3.zero; EditorActionSampleOverlay m_Overlay; public EditorActionSample() { // Create the overlay when the action is created m_Overlay = new EditorActionSampleOverlay(); m_Overlay.SetPosition(handlePosition); m_Overlay.positionChanged += (value) => handlePosition = value; SceneView.AddOverlayToActiveView(m_Overlay); m_Overlay.displayed = true; } protected override void OnFinish(EditorActionResult result) { // Remove the overlay when the action is finished SceneView.RemoveOverlayFromActiveView(m_Overlay); Debug.Log($"Action Finished [{result}] with position: {handlePosition}"); } public override void OnSceneGUI(SceneView sceneView) { EditorGUI.BeginChangeCheck(); handlePosition = Handles.PositionHandle(handlePosition, Quaternion.identity); if (EditorGUI.EndChangeCheck()) { m_Overlay.SetPosition(handlePosition); } }}