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Question by ballinthegroin · Jun 10, 2011 at 06:41 PM · buildassetsgizmos

Gizmos Folder In Build

I'm using the script defined here (http://forum.unity3d.com/threads/27902-Text-Gizmo) to have debug text visible in the editor window, it works great but the only problem is that im worried about having a folder full of pngs in the asset root folder when i build the game. Gizmos being objects that are only drawn in the editor window, will these file be ignored when building or will they be uselessly built into my final product.

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avatar image Joshua · Jun 10, 2011 at 06:46 PM 1
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Not an answer to your actual question, but looking at the script you linked to, why not simply use http://unity3d.com/support/documentation/ScriptReference/Handles.Label.html to display debugging text in the editor? I'm not sure why they go through so much trouble on that thread, but I think back in 2009 handles were not included in unity yet? Anyway, check it out, it does exactly what you need but in just a single line of code ;)

avatar image ballinthegroin · Jun 10, 2011 at 07:50 PM 0
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thats a damn good question, ill look into this and see if i can get it working with what i already have, thanks

avatar image paraself · Sep 08, 2013 at 05:25 AM 0
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  • for that handle option. I tried like this. it works

       void OnDrawGizmos(){    
         Handles.Label(transform.position,new GUIContent("RRRRR","Tooltip"));
         }
    

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Answer by testure · Jun 10, 2011 at 08:34 PM

I'm 99% sure they are not built with release builds... That's likely one of the primary reasons they have a predefined "Gizmos" folder location.

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