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Question by Immanuel-Scholz · Nov 05, 2013 at 11:13 AM · editorgizmosdrawmesh

Draging a mesh with "Gizmos-context"

Hello,

is there any way to draw a custom mesh (in our case: custom generated) in the context of OnDrawGizmos? More specifically, I really like the feature that you can click on any gizmo drawn using Gizmos.Draw* and it auto-selects the object in which the gizmo has been drawn.

 // Works with clicking on the cube, but does not draw a mesh and there is no Gizmos.DrawMesh()
 Gizmos.DrawCube(center, outerBounds);
 
 // Draws a custom mesh, but clicking on the area won't auto-select the object where this call is in.
 Graphics.DrawMesh(...);
 
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Answer by Immanuel-Scholz · Nov 06, 2013 at 08:24 AM

Just a note how the problem can be "somewhat circumvented":

 Graphics.DrawMesh(mesh, ...);
 var c = Gizmos.color;
 Gizmos.color = new Color(0,0,0,0); // invisible
 Gizmos.DrawCube(center, mesh.bounds.size);
 Gizmos.color = c;

This will first draw the mesh and then an invisible bounding box gizmo. Picking is not perfect but for some (=our) cases its "good enough".

PS: I'll still leave the question open in the hope that someone figure out how to use UnityEditor.HandleUtility.AddControl to redirect editor picking to an existing object. I couldn't. ;)

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