Displays the Physics Debug Visualization options.
The Physics Debug Visualization is only displayed if this window is visible.
See Also: PhysicsVisualizationSettings.
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 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 this EditorWindow. |
RemoveNotification | Stop showing notification message. |
Repaint | Make the window repaint. |
SendEvent | Sends an Event to a window. |
Show | Show the EditorWindow. |
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 game 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 | Makes the object target not be destroyed automatically 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 when the EditorWindow is closed. |
OnFocus | Called when the window gets keyboard focus. |
OnGUI | Implement your own editor GUI here. |
OnHierarchyChange | Called whenever the scene hierarchy has changed. |
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 | Called whenever the project has changed. |
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. |