Version: Unity 6 (6000.0)
LanguageEnglish
  • C#

EditorAction.OnSceneGUI

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Declaration

public void OnSceneGUI(SceneView sceneView);

Parameters

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

Description

Callback raised when the Scene view calls OnGUI.

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

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);
        }
    }
}