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2
Question by Damyan · Jan 06, 2011 at 05:01 PM · editorgizmosgl

How can I tell if the "Gizmos" button has been checked in the Game view?

I've got some lines that I'm rendering using the GL.* functions (I need to do this because I need the lines that I'm rendering to be depth tested). However, I'd like these lines to respect the "gizmos" option on the game view so I can use that to turn them on/off.

Is there any way to find out whether or not this button is pressed?

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Answer by Edwin · Jan 06, 2011 at 05:34 PM

Well, here's one way:

bool AreGizmosVisible()
{
    Assembly asm = Assembly.GetAssembly(typeof(UnityEditor.Editor));
    Type type = asm.GetType("UnityEditor.GameView");
    if (type != null)
    {
        EditorWindow window = EditorWindow.GetWindow(type);
        FieldInfo gizmosField = type.GetField("m_Gizmos", BindingFlags.NonPublic | BindingFlags.Instance);
        if(gizmosField != null)
            return (bool)gizmosField.GetValue(window);
    }
    return false;
}

Of course, it could break if Unity changes, but it works in 3.1, and shouldn't go horribly wrong if the relevant private field is removed.

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avatar image yoyo · Jan 06, 2011 at 05:40 PM 0
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There is no "private" ... (~waves hand~)

avatar image eventropy · Sep 10, 2016 at 08:16 PM 1
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This caused extremely weird and confusing rendering glitches in my Unity editor that took me awhile to trace down. For example, when calling this once per frame game objects were no longer selectable and keyboard events like arrows didn't work. So be careful with this!

avatar image Kaldrin · Apr 01, 2021 at 02:19 PM 0
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This seems not to be working anymore sadly

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