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Question by nimach · Jun 24, 2013 at 06:09 PM · editorsceneview

Look at scene view camera

hi , I found a code that gives you the position of scene view camera to be looked at:

 gameObject.lookAt(SceneView.lastActiveSceneView.pivot);

but I want to call this script when my scene views camera's pivot changed in editor (not in play mode). I found [InitializeOnLoad] to call function every frame in scene view but I'm writing my scripts in javascript. could someone help me with that?

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avatar image Benproductions1 · Jun 25, 2013 at 09:33 AM 1
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[] is just the C# syntax for descriptors. They work the same in Javascript using the @ symbol

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Answer by Apocx79 · May 23, 2014 at 01:53 PM

Took me some time to figure it out and i have seen many posts regarding this problem. So ... be my guests ;P

 // Author:
 // Stefan Guntermann apocx@gmx.de 
 // 
 // Description: 
 // Attach Label Element to a GameObject. 
 // Use: 
 // gameObject.BroadcastMessage("setText", "foo"); 
 // From: Parent GameObject
 
 using UnityEngine; 
 using UnityEditor; 
 using System.Collections;
 
 [ExecuteInEditMode()] 
 public class LabelMe : MonoBehaviour {
     public bool face_MainCam = false;
     public bool hideWhenInvisible = false;
     public TextMesh t;
 
     // Use this for initialization
     void Start () {
 
         t = gameObject.GetComponent(typeof(TextMesh)) as TextMesh;
 
         t.alignment = TextAlignment.Center;
 
         setText(transform.position.x.ToString() + ", " + transform.position.z.ToString());
     }
 
     public void setText (string text) {
 
         t.text = text;
     }
 
     // Update is called once per frame
     void Update () {
 
         if (face_MainCam) {
             // the  Label is facing in the way of the camera
             //transform.LookAt( Camera.main.transform  );
 
             if( SceneView.lastActiveSceneView != null ){
                 //print(SceneView.lastActiveSceneView.pivot);
                 transform.LookAt( SceneView.currentDrawingSceneView.pivot  );
             }
             else {
                 //print(Camera.main.transform.position);
                 transform.LookAt( Camera.main.transform.position/*, -Vector3.up*/ );
             }
 
             // Flip the Label so be readable
             transform.rotation = transform.rotation * new Quaternion(0,180,0,0);        
         }
     }
     
 }
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