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custom EditorTools Feedback

Discussion in 'Editor Workflows' started by usernameHed, Nov 15, 2020.

  1. usernameHed


    Apr 5, 2016
    Hello, I have 2 feedBack:

    - When you are using an EditorTools, when you enter inside the OnToolGUI(), we can not prevent the scrollWheel with Event.current.Use().
    I have to create a entier script that does just that:

    Code (CSharp):
    1. using UnityEngine;
    2. using UnityEditor;
    3. using UnityEditor.EditorTools;
    5. namespace unityEssentials.editorTools.extensions
    6. {
    7.     [InitializeOnLoad]
    8.     public static class ObjectPlacerOverrideEvents
    9.     {
    10.         static ObjectPlacerOverrideEvents()
    11.         {
    12. #if UNITY_2019_1_OR_NEWER
    13.             SceneView.duringSceneGui += DuringSceneGUI;
    14. #else
    15.             SceneView.onSceneGUIDelegate += DuringSceneGUI;
    16. #endif
    17.         }
    19.         private static void DuringSceneGUI(SceneView sceneView)
    20.         {
    21.             bool isCurrentObjectPlacerTool = Tools.current == Tool.Custom && EditorTools.activeToolType == typeof(ObjectPlacer);
    22.             if (!isCurrentObjectPlacerTool)
    23.             {
    24.                 return;
    25.             }
    26.             if (Event.current.type == EventType.ScrollWheel)
    27.             {
    28.                 Event.current.Use();
    29.             }
    30.         }
    31.     }
    32. }
    - Secondly, I would like to be able to use the native Handle.Position / rotation when I am using certain type of tools.

    Like for my ObjectPlacer tool, witch is a local tool: I have my selected gameObject, and I would like to still have the native Handle.Position, while doing my stuff with my tool.

    Of course I could do my own, with Handles.Position and stuff, but by doing that, I break some other tools, that Rely on HandleUtility.nearestControl.

    I have 2 ideas:
    - when I am in my custom tools, I "triggger" the last native tool we were at (like the Move Tool for example).
    - second idea: inherite from Move, Rotate, Transform... but it's less convinient...

    And actually, I would like simple to be able to create custom tools that do NOT replace the other ones.... Because right now, I have 2 options: do my own tools, like always, and not use this new API. Or use it, but with less flexibility.
    Last edited: Nov 15, 2020
  2. JoNax97


    Feb 4, 2016