Use this class to manage SceneView settings, change the SceneView camera properties, subscribe to events, call SceneView methods, and render open scenes.
currentDrawingSceneView | The SceneView that is being drawn. |
lastActiveSceneView | The SceneView that was most recently in focus. |
sceneViews | The list of all open Scene view windows. |
camera | The Camera that is rendering this SceneView. |
cameraDistance | The distance from camera to pivot. |
cameraMode | The current DrawCameraMode for the Scene view camera. |
in2DMode | Whether the SceneView is in 2D mode. |
isRotationLocked | Whether the Scene view camera can be rotated. |
lastSceneViewRotation | When the Scene view is in 2D mode, this property contains the last camera rotation. |
m_AudioPlay | M_AudioPlay has been deprecated. Use audioPlay instead (UnityUpgradable) -> audioPlay. |
m_ValidateTrueMetals | M_ValidateTrueMetals has been deprecated. Use validateTrueMetals instead (UnityUpgradable) -> validateTrueMetals. |
orthographic | Whether the Scene view camera is set to orthographic mode. |
pivot | The center point, or pivot, of the Scene view. |
rotation | The direction of the camera to the pivot of the SceneView. |
sceneViewState | Use SceneViewState to set the debug options for the Scene view. |
size | The size of the Scene view measured diagonally. |
AlignViewToObject | Moves the Scene view to frame a transform. |
AlignWithView | Aligns the current selection with the position and rotation of the Scene view camera. |
Frame | Frames the given bounds in the Scene view. |
FrameSelected | Frame the object selection in the Scene view. |
IsCameraDrawModeEnabled | Returns true if mode is enabled in the current rendering setup, including custom validators. |
LookAt | Moves the Scene view to focus on a target. |
LookAtDirect | LookAt without animating the scene movement. |
MoveToView | Transforms all selected object to the scene pivot. |
SetSceneViewShaderReplace | Sets a replacement shader for rendering this Scene view. |
SupportsStageHandling | Override this method to control whether the Scene view should change when you switch from one stage to another stage. |
AddCameraMode | Add a custom camera mode to the Scene view camera mode list. |
ClearUserDefinedCameraModes | Remove all user-defined camera modes. |
FrameLastActiveSceneView | Frames the currently selected object(s) in the last active Scene view. |
GetAllSceneCameras | Retrieves an array of all camera components from all open Scene views. |
GetBuiltinCameraMode | Gets the built-in CameraMode that matches the specified DrawCameraMode. |
RepaintAll | Repaints every open SceneView. |
onCameraModeChanged | An event that is invoked when the selected cameraMode changes. |
focusedWindow | The EditorWindow which currently has keyboard focus. (Read Only) |
mouseOverWindow | The EditorWindow currently under the mouse cursor. (Read Only) |
autoRepaintOnSceneChange | Does the window automatically repaint whenever the Scene has changed? |
maximized | Is this window maximized? |
maxSize | The maximum size of this window. |
minSize | The minimum size of this window. |
position | The desired position of the window in screen space. |
titleContent | The GUIContent used for drawing the title of EditorWindows. |
wantsMouseEnterLeaveWindow | Checks whether MouseEnterWindow and MouseLeaveWindow events are received in the GUI in this Editor window. |
wantsMouseMove | Checks whether MouseMove events are received in the GUI in this Editor window. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
BeginWindows | Mark the beginning area of all popup windows. |
Close | Close the editor window. |
EndWindows | Close a window group started with EditorWindow.BeginWindows. |
Focus | Moves keyboard focus to another EditorWindow. |
RemoveNotification | Stop showing notification message. |
Repaint | Make the window repaint. |
SendEvent | Sends an Event to a window. |
Show | Show the EditorWindow window. |
ShowAsDropDown | Shows a window with dropdown behaviour and styling. |
ShowAuxWindow | Show the editor window in the auxiliary window. |
ShowNotification | Show a notification message. |
ShowPopup | Shows an Editor window using popup-style framing. |
ShowUtility | Show the EditorWindow as a floating utility window. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the object. |
FocusWindowIfItsOpen | Focuses the first found EditorWindow of specified type if it is open. |
GetWindow | Returns the first EditorWindow of type t which is currently on the screen. |
GetWindowWithRect | Returns the first EditorWindow of type t which is currently on the screen. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
CreateInstance | Creates an instance of a scriptable object. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |
Awake | Called as the new window is opened. |
OnDestroy | OnDestroy is called to close the EditorWindow window. |
OnFocus | Called when the window gets keyboard focus. |
OnGUI | Implement your own editor GUI here. |
OnHierarchyChange | Handler for message that is sent when an object or group of objects in the hierarchy changes. |
OnInspectorUpdate | OnInspectorUpdate is called at 10 frames per second to give the inspector a chance to update. |
OnLostFocus | Called when the window loses keyboard focus. |
OnProjectChange | Handler for message that is sent whenever the state of the project changes. |
OnSelectionChange | Called whenever the selection has changed. |
Update | Called multiple times per second on all visible windows. |
Awake | This function is called when the ScriptableObject script is started. |
OnDestroy | This function is called when the scriptable object will be destroyed. |
OnDisable | This function is called when the scriptable object goes out of scope. |
OnEnable | This function is called when the object is loaded. |