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Question by drod7425 · Nov 02, 2014 at 04:23 AM · editorselectioneditor windoweditor scripting

How to show an Editor Window based upon Selection

So I want to show a custom editor window, but only when the selected gameobject in the hierarchy has a certain component or components. So click on a gameobject with a rigidbody component and the window shows, click on a gameobject without one (or deselect) and it hides.

I know I can manually trigger the window and I know I can check Selection.activeGameObject for those components, but I'm at a loss at how to run that check WITHOUT having an editor window open. Any ideas? Workarounds? I imagine I'll have to have an instance of the script somewhere, right? :/

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Answer by drod7425 · Nov 02, 2014 at 04:49 AM

Well, sorry for answering my own question, but I think I figured it out! I can use InitializeOnLoad to run a static constructor to hook a static Update function to the EditorApplication.update delegate. Exactly the sort of functionality I was looking for and it works perfectly!

Here is the page of the manual that got me the answer I was looking for: http://docs.unity3d.com/Manual/RunningEditorCodeOnLaunch.html

And here is a bit of (rough) code that shows my solution. I still need to pare it down, but it illustrates the point:

using UnityEngine; using UnityEditor; using System.Collections;

[InitializeOnLoad] class Launcher{

 static Launcher(){
     EditorApplication.update+=Update;
 }

 // Update is called once per frame
 static void Update () {
     if(Selection.activeObject){
         if(MyWindow.myWindow==null){
             Debug.Log("have object!");
             MyWindow.ShowWindow();
         }
     }else if(MyWindow.myWindow!=null){
         MyWindow.HideWindow();
     }
 }

}

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