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Question by Talimar · Apr 12, 2012 at 01:36 AM · gizmosgizmo

Controlling OnDrawGizmo

I'm trying to selectively draw an icon in OnDrawGizmos based on the value of a public enum, so the user (me) can change the value and have it draw a different icon.

Is this possible, because right now I have a switch statement doing the conditional, and every time I change the enum value, it draws the icon for the current selection AND every previous selection, and never clears, even across restarts.

void OnDrawGizmos() { switch (someClassEnumVar) { case 1: Gizmo.DrawIcon("blah.png"); break; case 2: Gizmo.DrawIcon("moo.png"); break; } }

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avatar image numberkruncher · Apr 12, 2012 at 02:07 AM 2
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Would you be able to add some example code to your question? It might make it easier for me to answer.

avatar image Talimar · Apr 13, 2012 at 06:23 AM 0
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Code formatting here just doesn't work. But what I am doing isn't rocket science, but I am prepared to accept that it won't work in the editor.

avatar image numberkruncher · Apr 13, 2012 at 07:25 PM 1
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Is someClassEnumVar static or member? If it is static then that's most likely the issue. I do not see why this would otherwise be an issue. Add Debug.Log(someClassEnumVar); and monitor the log output. Perhaps the variable is not being set as you expected.

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Answer by Talimar · Apr 16, 2012 at 10:35 AM

I had extra icon in the gizmo's icon drop down, hence the double display :/

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