Version: 2022.1
LanguageEnglish
  • C#

EditorWindow.OnFocus()

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

Called when the window gets keyboard focus.

See Also: OnLostFocus.


Preview your camera in orthographic mode when you select the window.

// Simple script that lets you preview your main camera in
// Orthographic view when selected.

using UnityEngine; using UnityEditor;

public class ExampleClass : EditorWindow { RenderTexture renderTexture; Camera camera;

[MenuItem("Examples/Orthographic Previewer")] static void Init() { ExampleClass window = (ExampleClass)EditorWindow.GetWindow(typeof(ExampleClass), true, "My Empty Window"); window.Show(); }

void OnEnable() { int w = (int)this.position.width; int h = (int)this.position.height;

renderTexture = new RenderTexture(w, h, 32, RenderTextureFormat.ARGB32); camera = Camera.main; }

void OnInspectorUpdate() { this.Repaint(); }

void OnGUI() { if (GUILayout.Button("Close")) { camera.orthographic = false; this.Close(); } if (renderTexture != null) { float w = this.position.width; float h = this.position.height; GUI.DrawTexture(new Rect(0.0f, 50.0f, w, h), renderTexture); } }

void OnFocus() { Selection.activeTransform = camera.transform; camera.orthographic = true; }

void Update() { if (camera != null) { camera.targetTexture = renderTexture; camera.Render(); camera.targetTexture = null; }

int w = (int)this.position.width; int h = (int)this.position.height; if (renderTexture.width != w || renderTexture.height != h) { renderTexture = new RenderTexture(w, h, 32, RenderTextureFormat.ARGB32); } }

void OnLostFocus() { camera.orthographic = false; } }