Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
This question was closed Jul 08, 2014 at 02:46 PM by Josh Naylor for the following reason:

Too subjective and argumentative

avatar image
0
Question by craigiedon · Jul 08, 2014 at 02:46 PM · editoreditor-scriptingwindowsceneviewcustom-editor

Modal Functionality in Custom Editor Window

I am creating a Tile Map Editor plugin as a learning exercise in understanding Unity's custom editor API.

I have read the manual pages and have made a custom Editor Window appear in the "Windows" toolbar.

I want to have certain keyboard inputs and mouse clicks take on a TileMap-specific meaning in the Scene view when a user highlights the TileMap window. I am unsure how to achieve this.

My first idea was to use the OnFocus() and OnLoseFocus() signals for the custom Editor Window. However, this isn't exactly what I want. Just because the user has clicked on the hierarchy or project windows momentarily doesn't mean that I want the TileMap functionality or gizmos to go away.

The built in "Navigation" window is an example of the behaviour I want. When the user clicks the navigation tab, the currently baked Navmesh shows in blue over the objects in the scene view. Clicking another window like the Hierarchy, Project, or Animation does not get rid of the Navmesh overlay. The overly will only disappear when the user switches back to the Inspector window

Is this possible through the Unity's Editor Extending APIs? Alternatively, am I approaching this plugin design in the correct way to begin with?

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Josh Naylor ♦♦ · Jul 08, 2014 at 02:46 PM 0
Share

This type of question would be much better suited on the forums.

0 Replies

  • Sort: 

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Accessing All Selected Objects in OnSceneGUI 1 Answer

Custom scene view in editor window 2 Answers

Create a custom editor window with repeating subsection (mockup included) 0 Answers

Override scene view grid with my own? 0 Answers

2d mode through Editor Script 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges