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Question by mgrenier · May 29, 2011 at 06:36 PM · guieditor

Editor: Force Hand tool

I'm creating a plugin for the Editor that will allow me to edit meshes (vertices, edges, tris). While in edit mode (state where the mesh is editable), I would like to force the Editor to use the Hand tool. The reason is simple: with other tools, the Editor don't trigger Event.MouseUp within my OnSceneGUI.

Example:

/

/ Force the editor to select a gameobject
Selection.activeGameObject = myGameObject;

// Force the editor to enter Hand tool?
Application.activeSceneTool = SceneTool.Hand

Is there a way to achieve Tool selection in Unity 3.3?

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avatar image mgrenier · May 29, 2011 at 06:44 PM 0
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Forcing the hand tool will also hide the default gizmo thus removing the confusion when selecting vertices / edges / tris.

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Answer by mgrenier · Jul 21, 2012 at 06:16 PM

One year later...

 // Switch editor tool to Hand tool
 // Tool enum contains all 4 tools (Hand, Move, Rotate, Scale)
 Tools.current = Tool.View;
 
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Answer by hellcats · May 29, 2011 at 07:38 PM

These need to be called from inside OnSceneGUI.

 void EnableToolGizmo() {
     FieldInfo field = typeof(SceneView).GetField("s_ToolGizmoDisabled", BindingFlags.Static | BindingFlags.NonPublic);
     field.SetValue(typeof(SceneView), false);
 }

 void DisableToolGizmo() {
     FieldInfo field = typeof(SceneView).GetField("s_ToolGizmoDisabled", BindingFlags.Static | BindingFlags.NonPublic);
     field.SetValue(typeof(SceneView), true);
 }
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avatar image mgrenier · May 29, 2011 at 08:48 PM 0
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I've put these lines at the top of my OnSceneGUI method and using System.Reflection;. I'm getting a "Object reference not set to an instance of an object" for the field variable.

Did I missed something?

avatar image hellcats · May 29, 2011 at 10:41 PM 1
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hmm... Guess they changed it in the latest update. It was undocumented anyway. That's what you get for digging around in the dll.

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