SetActiveTool
Sets the active EditorTool.
Read time 2 minutesLast updated 6 days ago
Definition
- Type: Method
- Namespace: UnityEditor.EditorTools
- Assembly: UnityEditor.CoreModule
SetActiveTool<T>()
Sets the active EditorTool.
public static void SetActiveTool<T>() where T : EditorTool
Remarks
To set a built-in tool, such as Move, Rotate, or Scale, to active, use Tools.current instead.
Examples
using UnityEditor;using UnityEditor.EditorTools;using UnityEngine;class ToolToSetActive : EditorTool{ [MenuItem("Tools/Set Active Tool Type")] static void SetActiveToolExample() { ToolManager.SetActiveTool<ToolToSetActive>(); } Vector3 m_Position; public override void OnToolGUI(EditorWindow window) { m_Position = Handles.PositionHandle(m_Position, Quaternion.identity); Debug.Log(m_Position); }}
SetActiveTool(Type)
Sets the active EditorTool.
public static void SetActiveTool(Type type)
Parameters
The EditorTool type to set as the active tool.
Remarks
To set a built-in tool, such as Move, Rotate, or Scale, to active, use Tools.current instead.
Examples
using UnityEditor;using UnityEditor.EditorTools;using UnityEngine;class ToolToSetActive : EditorTool{ [MenuItem("Tools/Set Active Tool Type")] static void SetActiveToolExample() { ToolManager.SetActiveTool<ToolToSetActive>(); } Vector3 m_Position; public override void OnToolGUI(EditorWindow window) { m_Position = Handles.PositionHandle(m_Position, Quaternion.identity); Debug.Log(m_Position); }}
SetActiveTool(EditorTool)
Sets the active EditorTool.
public static void SetActiveTool(EditorTool tool)
Parameters
The EditorTool instance to set as the active tool.
Remarks
To set a built-in tool, such as Move, Rotate, or Scale, to active, use Tools.current instead.
Examples
using UnityEditor;using UnityEditor.EditorTools;using UnityEngine;class ToolToSetActive : EditorTool{ [MenuItem("Tools/Set Active Tool Type")] static void SetActiveToolExample() { ToolManager.SetActiveTool<ToolToSetActive>(); } Vector3 m_Position; public override void OnToolGUI(EditorWindow window) { m_Position = Handles.PositionHandle(m_Position, Quaternion.identity); Debug.Log(m_Position); }}