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Question by IQAndreas · Aug 24, 2016 at 04:52 PM · editor-scriptingmonobehaviourgizmosgizmoondrawgizmos

Can I put the 'OnDrawGizmos' code in the CustomEditor?

Since the Editor for my behavoir doesn't inherit from MonoBehvior, it doesn't have an OnDrawGizmos or OnDrawGizmosSelected method.

I would like to keep all the editor and debug code in the Editor, first of all to keep things organized, but also so it doesn't get compiled when I build the final release. Is there any way to respond to "GizmosSelected" from the Editor instead of the MonoBehavior, without the behavior needing to keep a reference to the editor all the time?

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Answer by slavo · Nov 09, 2016 at 09:13 AM

You can use Draw Gizmo attribute. https://docs.unity3d.com/ScriptReference/DrawGizmo.html

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avatar image CyRaid · Dec 13, 2018 at 02:51 AM 1
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That is cool, but how would you go about getting reference to the Editor object? (seeing as you'd want access to current instance fields and such from the Editor object).

I don't want to touch the original GameObject script so I don't want to add edit specific things to it, that's the purpose of an editor, no?

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