obj | The object to be selected by default. |
allowSceneObjects | Is selection of Scene objects allowed, or should it only show assets. |
searchFilter | The default search filter to apply. This is the initial search query text that applies when the object picker is opened. |
controlID | The id of the control to set. This is useful if you are showing more than one of these. You can get the value at a later time. |
Show the object picker from code.
<T>: The type of objects that are available to pick in the object picker.
Once the user interacts with the object picker, it responds by sending ExecuteCommand
events back to the OnGUI
that called this function. The messages are:
ObjectSelectorUpdated
: The selected object was changed. Call GetObjectPickerObject to read the selected object.ObjectSelectorClosed
: The user closed the object picker.ObjectSelectorCanceled
: The user canceled the picking operation and the object picked closed.Here is an example of how it could be called for any control during an OnGUI call:
static void CallShowPicker<T>(UnityEngine.Object currentObjectValue, int currentControlId) where T : UnityEngine.Object { // Show an object picker with the `currentObjectValue` selected. We pass true to allow // scene objects. We set the initial search query string to an empty string. The `currentControlId` // is passed to us during the OnGUI call, for any object field or other control that needs to show the object picker. EditorGUIUtility.ShowObjectPicker<T>(currentObjectValue, true, "", currentControlId); }
Here is how an object field that uses the previous method could be setup during an OnGUI call:
public static void DoObjectField(Rect position, SerializedProperty property, Type objType, GUIContent label) { label = EditorGUI.BeginProperty(position, label, property); // Generate a controlId for this object field. Use a unique hint integer for correct matching of controls. var controlId = GUIUtility.GetControlID("Example_EditorGUIUtility_ShowObjectPicker".GetHashCode(), FocusType.Keyboard, position); position = EditorGUI.PrefixLabel(position, controlId, label); DoObjectField(position, position, controlId, objType, property); EditorGUI.EndProperty(); }
Finally, here is how you could handle the ExecuteCommand events during an OnGUI call:
static bool HandleCommands(SerializedProperty property, ref UnityEngine.Object currentObjectValue, UnityEngine.Object originalObjectValue, Type objectType, int currentControlId) { var evt = Event.current; switch (evt.type) { case EventType.ExecuteCommand: string commandName = evt.commandName; if (commandName == "ObjectSelectorUpdated" && EditorGUIUtility.GetObjectPickerControlID() == currentControlId) { currentObjectValue = AssignSelectedObject(EditorGUIUtility.GetObjectPickerObject(), property, objectType, evt); return true; } if (commandName == "ObjectSelectorClosed" && EditorGUIUtility.GetObjectPickerControlID() == currentControlId) { return true; } if (commandName == "ObjectSelectorCanceled" && EditorGUIUtility.GetObjectPickerControlID() == currentControlId) { if (property != null) property.objectReferenceValue = originalObjectValue; else currentObjectValue = originalObjectValue; return true; } break; default: return false; } return false; }