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Question by chrisvasselli · Aug 21, 2012 at 06:32 AM · editorselectionsceneviewgizmos

Is it possible to draw gizmos when an object is selected, but not when the parent is selected?

When one of the enemies in my game is selected, I'd like to draw a gizmo in the scene displaying the area around it where it will detect the player. However, when a parent object of an enemy is selected, I don't want it to draw the detection area gizmos of the child enemies. Is this possible? Is there a way to determine what specific object(s) are selected from within OnDrawGizmosSelected?

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Answer by PeterMu · Dec 14, 2015 at 11:49 AM

This worked for me:

using UnityEditor;

     if (Selection.activeGameObject != transform.gameObject) {
         return;
     }
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Answer by koirat · Oct 23, 2018 at 05:25 PM

This shows gizmos for selected objects only.

if (!UnityEditor.Selection.gameObjects.Contains(transform.gameObject)) { return; }

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avatar image solci · Jun 23, 2019 at 07:03 PM 0
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Trying this on Unity 2019 doesn't work. UnityEditor.Selection.gameObjects does not contain a method named Contains

UnityEditor.Selection.Contains(gameObject) works

avatar image Bunny83 solci · Jun 23, 2019 at 07:32 PM 0
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You need using System.Linq; for koirat's solution. Selection.gameObjects is just a GameObject array. But yes, using Selection.Contains would be more efficient since it doesn't allocate any memory.

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