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Question by aemxdp · Oct 17, 2015 at 10:20 AM · 2deditoreditor-scriptingprefabsvisualization

Editor-only circular contour around prefab instances

I have a prefab with radius setting, which programatically controls circular area with some stuff. I want instances of this prefab to display a circle with this radius in editor for convenience. Instead of radius setting I can attach circle collider to get visual border and then read its radius at runtime, but this seems code smell (I will need to programmatically remove/disable it etc), and resource waste. Are there some good practices to implement things like this?

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Answer by aemxdp · Oct 17, 2015 at 04:38 PM

Found an answer myself. That's actually quite easy. There is some "Gizmos" stuff for things like that, and it's possible to just overload OnDrawGizmos (in a script attached to prefab) and use built-in function to draw circle in editor:

 private void OnDrawGizmos()
 {
     UnityEditor.Handles.color = Color.yellow;
     UnityEditor.Handles.DrawWireDisc(transform.position, Vector3.back, Radius);
 }


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avatar image _dns_ · Oct 17, 2015 at 04:41 PM 0
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Haven't you seen my answer ?

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Answer by _dns_ · Oct 17, 2015 at 03:44 PM

Hi, there is something very convenient to do this: OnDrawGizmos() and OnDrawGizmosSelected(), check Monobehavior documentation.

In those callbacks, you can use Gizmos.DrawLine (check other Gizmos. methods) to draw a circle around the object.

You can also use "#if UNITY_EDITOR" around this code so it is only included in the editor (not sure those are conditionally compiled).

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avatar image aemxdp · Oct 17, 2015 at 05:38 PM 0
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I'm sorry, I've answered this and accepted my own answer few $$anonymous$$utes after asking the question ( proof here crossposted: http://gamedev.stackexchange.com/questions/109852/editor-only-circular-contour-around-prefab-instances ), but this forum has some extreme premoderation rules, so my answer was unscreened only recently. Thank you for writing an answer anyway!

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