The DrawGizmo attribute allows you to supply a gizmo renderer for any Component.
The renderer function must be static, and take two parameters: the object
for which the gizmo is being drawn, and a GizmoType parameter which indicates the context in which the gizmo is being drawn.
The renderer function can be defined in any class, including editor scripts. This
allows you to keep your gizmo-drawing code out of your component scripts so that it
is not included in builds.
See Also: GizmoType.
#pragma strict public class MyScript extends MonoBehaviour { } // The icon has to be stored in Assets/Gizmos public class MyScriptGizmoDrawer { @DrawGizmo(GizmoType.Selected | GizmoType.Active) static function DrawGizmoForMyScript(scr: MyScript, gizmoType: GizmoType) { var position: Vector3 = scr.transform.position; if (Vector3.Distance(position, Camera.current.transform.position) > 10f) Gizmos.DrawIcon(position, "MyScript Gizmo.tiff"); } }
using UnityEngine; using UnityEditor;
public class MyScript : MonoBehaviour { }
// The icon has to be stored in Assets/Gizmos
public class MyScriptGizmoDrawer { [DrawGizmo(GizmoType.Selected | GizmoType.Active)] static void DrawGizmoForMyScript(MyScript scr, GizmoType gizmoType) { Vector3 position = scr.transform.position;
if (Vector3.Distance(position, Camera.current.transform.position) > 10f) Gizmos.DrawIcon(position, "MyScript Gizmo.tiff"); } }
DrawGizmo | Defines when the gizmo should be invoked for drawing. |