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Question by joz_nascimento · Mar 05, 2020 at 10:36 AM · editorillumination

How to enable "Contribute Global" by script on Editor?

I created a script to enable/disable lighting options in children objects of a specific GameObject on Editor. I'm trying to access "Contribute Global" option alt text

to turn ON: alt text

But i dont know how. Which methods i nee to use?

My script:

 using UnityEngine;
 using UnityEditor;
 using Object = UnityEngine.Object;
 
 public class LightingToggle : EditorWindow
 {
     public Object source;
     [MenuItem("Window/LightingToggle"), MenuItem("Tools/LightingToggle")]
 
     public static void Enable(){
             LightingToggle window = (LightingToggle)GetWindow(typeof(LightingToggle));
             window.titleContent = new GUIContent("LightingToggle");
     }
 
     private void TurnOffLight() {
         GameObject go = GameObject.Find(source.name);
         foreach (MeshRenderer filter in go.gameObject.GetComponentsInChildren<MeshRenderer>()){
             filter.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
             filter.receiveShadows = false;
         }
     }
 
     private void TurnOnLight(){
         GameObject go = GameObject.Find(source.name);
         foreach (MeshRenderer filter in go.gameObject.GetComponentsInChildren<MeshRenderer>()){
             filter.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On;
             filter.receiveShadows = true;
         }
     }
 
     void OnGUI(){
         EditorGUILayout.Space();
         if (GUILayout.Button("Turn Lighting Options Off")){
             TurnOffLight();
         }
         EditorGUILayout.Space();
         if (GUILayout.Button("Turn Lighting Options On")){
             TurnOnLight();
         }
         EditorGUILayout.Space();
 
     source = EditorGUILayout.ObjectField(source, typeof(Object), true);
     }
 }

global-off.jpg (21.5 kB)
global-on.jpg (32.9 kB)
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Answer by FIFTYTWO · May 14, 2021 at 04:51 PM

It can be manipulated by GameObjectUtility.GetStaticEditorFlags() & GameObjectUtility.SetStaticEditorFlags() https://docs.unity3d.com/ScriptReference/GameObjectUtility.html

So, the flag belongs to GameObject but rendered in MeshRenderer's inspector

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