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Question by deltron1830 · Aug 24, 2014 at 12:54 AM · editoreventgizmoonscenegui

Editor: calling event.use() prevents gizmos from being drawn

If I do something like this....

 [CustomEditor(typeof(mycomponent)]
 public class MyEditorClass: Editor    
 {

 void OnSceneGUI()
 {                
     Event e = Event.current;

     //if the shift key is being held down
     if (e.shift)
     {
         //do stuff
         e.use()
     }
 }
 }

ie. Have a custom editor class that does something when shift is held down. All the time shift is held down the gizmos for everything are not drawn. I guess this is because I am using all the events before they are drawn. Is there some way to tell the gizmos to draw anyway?

Note: I believe I need to use the event every OnSceneGUI(), otherwise the stuff I'm doing in it does not get updated, for instance when I move the mouse.

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Answer by deltron1830 · Aug 24, 2014 at 01:01 AM

Ok, I solved this just after posting this question!!

If I only use the event in the case the event type being something I care about (like the mouse moving of being clicked then its ok) :)

         [CustomEditor(typeof(mycomponent)]
         public class yourEditorClass: Editor    
         {

             void OnSceneGUI()
             {                
                 Event e = Event.current;
                 
                 if (e.shift)
                 {
                     switch (e.type)
                     {                
                         case EventType.mouseDown:                
                             Debug.Log("mousedown");
                             e.Use();
                             break;
                                     
                         case EventType.mouseUp:            
                             Debug.Log("mouseup");
                             e.Use();
                             break;
                             
                         case EventType.MouseMove:
                             //Do my moving stuff here
                             Debug.Log("move");
                             e.Use();
                             break;
                                 
                         case EventType.layout:
                             HandleUtility.AddDefaultControl(cID);
                             break;
                 }
             }
         }
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