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Show complete path on collision
When you type an Emptys name in the searchbar in the Hierarchy window, and you then select this Empty you get a new window with complete path including all "upper" Objects or Emptys. How can I get that path on collision to use for debugging in Editor to identify an GameObject?
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              Answer by Tobychappell · May 25, 2018 at 07:28 PM
I haven't tested this but I think this should work for what you are after:
       public bool selectOther;
       public bool enableSelection;
       public bool pauseOnCollision;
       private void OnCollisionEnter(Collision collision)
       {
         // Using preprocessor so that this wont produce erros on build
     #if UNITY_EDITOR
         if (enableSelection)
         {
           UnityEditor.Selection.activeObject = selectOther ? collision.gameObject : gameObject;
           if (pauseOnCollision)
           {
             UnityEditor.EditorApplication.isPaused = true;
           }
         }
     #endif
       }
 
              Thanks Toby this is a nice little script, but unfortunately I was searching a "GhostCollider"(like described in this answer) in my Background Geometry and there were a lot of Objects to collide with. I found the half answer to my problem with the HiddenObjectExplorer.cs script. Now I need to find out how the "GhostObject" became one
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