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Question by Zyl · May 10, 2016 at 02:50 AM · custom editorkeyboard input

Consuming keyboard events in custom editors

I am writing a custom editor. When this editor is in a specific state, I want it to get hold of keyboard input. There is GUIUtility.hotControl for mouse events, but what about keyboard events?

Example:

 public void OnSceneGUI () {
     if (isMySpecialContextActive) {
         Event e = Event.current;
         if (e.isKey && e.keyCode == KeyCode.F) {
             DoSomethingWonderfulButPleaseDontFitSelectionToView();
         }
     }
 }

I have tried e.Use() obviously, but that appears to be entirely non-functional here. I also tried GUIUtility.keyboardControl in the same way one would use hotControl. I really need to suppress default behavior entirely, even for bare keystrokes without Ctrl and Shift held down.

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Answer by jwulf · Feb 24, 2017 at 03:10 PM

This is rather old by stumbled across this when googling and found the answer here http://answers.unity3d.com/questions/921989/get-keycode-events-in-editor-without-object-select.html

So in case this is still useful to Zyl or other users, you would have to do:

 public void OnSceneGUI () {
      if (isMySpecialContextActive) {
         int controlID = GUIUtility.GetControlID(FocusType.Passive);
         Event e = Event.current;
         if (Event.current.GetTypeForControl(controlID) == EventType.keyDown) {
             if(Event.current.keyCode == KeyCode.F) {
                 DoWhatYouWantItWontFitSelectionToView();
             }
         }
      }
 }

Disclaimer: At least it worked in my case, trying the exact same thing. To my shame, I do not understand WHY it works due to not understanding the Control-ID-thingy... but I'll work on that. ;)

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