I am working with a group of friends on a project and somehow we managed to hide the collider gizmos when it is also hidden in the inspector. We do not know how we manage to do that and I want to recreat it again.
I will explain this better with images.
As you can see, the collider is hidden in the scene view.
but in here, when I open the components the collider also appears.
How can i recreat this?
This is the default behavior of unity.
To actually scene the Gizmos you have to enable it in Scene window
Now, when Gizmos is enabled you can see them, and when you collapse the component in the inspector, that Gizomo will be hidden. When you expand the component, you can see that Gizmo in the Scene.
Related
Unity does not show collider, i can only see it if i press the edit collider button.
Note:
Start the Gizmos Button Given in Image.
My suspect is that Gizmos are turned off. Try under Edit > Project Settings > Physics 2D > Gizmos > Always Show Colliders.
Unity shows collider only for objects that was selected in hierarchy. Are you sure you selected one?
I've been using Unity with the 2D Animation package for rigging my multi layered sprite. It worked like a charm, rigged the thing, created my animations but.. all the sudden the gizmo showing the bones in my editor disappeared :(
I fear it happened when updating Unity to 2019.2.12f1 but cannot guarantee
This is what I see:
The bones ARE there, I can move them and I can animate them, but I cannot see the gizmo for easy manipulation :(
In the past it did look like this:
Where one can drag and drop easily the bones and rotate them
This is how my layers look like in the editor:
The bones are in the Player layer
Any clue ??
Simply select all the "bone" GameObjects, go to the Inspector and choose a gizmo from this menu
The ones in the first row additionally show the objects name in the SceneView:
If you already did that but they are still not showing up make sure
you have the Gizmos enabled at all
The Gizmos size is big enough
If the size is too small the Gizmos are faded out if you are too far away!
If the "bones" use a specific component which defines the Gizmo you an also check in the Scripts and Built-in Components lists whether the according type's Gizmo was maybe disabled.
Some other tries:
go to the Inspector of a bone and make sure the according component(s) is(are) not folded.
make sure there are no hidden layers in your scene (top right in the editor)
Gizmos are not shown if the according layer is "hidden"
For further options see the Gizmos Menu
I want to create a custom gizmo for camera in Unity - now I add CustomCamera script to gameobject with standard Camera existing.
For CustomCamera I can override OnDrawGizmos() function - but I need only one gizmo, not two (one for standard camera, and another for CustomCamera)
Also I don't want to collapse standard Camera component in the Inspector.
So, is there a way to switch off gizmo for a given Camera from script?
Here is the screenshot of what I want to do. There are 2 gizmos: linear gizmo for standard camera - and I want to hide it (red arrow), and spherical gizmo, drawn in OnDrawGizmos() function of CylindricalCamera - this gizmo is to be retained.
Two gizmos screenshot
If this is possible, I don't want to hide the stadnard camera from the Inspector, or collapse it in the Inspector.
Have a look at this: http://answers.unity3d.com/questions/515484/choosing-which-camera-draws-gizmos.html
You can use Camera.current in OnDrawGizmos to check which camera is currently rendered. Simply perform a check, if you want to render Gizmos with that specific camera (e.g. use tags or a Property in your camera script)
Edit
You can disable standard gizmos in the gizmos dropdown menu. For the camera uncheck the box next to camera. (See screenshot)
I'm learning Unity 5 and I have made simple game scene which has a coin and I wrote a code to collect a coin by first person character and when he walks towards the coin. So I dragged and dropped my code into coin layer in Hierarchy but to make this feature available I need to check the little checkbox of Is Trigger at my FPSController settings at the right side. The problem is Capsule Collider is shown at all and I really don't know why! There MUST be a section which is called Capsule Collider with Is Trigger option under the Audio Source. But as you can see ,it's not there & I don't know how to find it.. see my print screen
If it does not display in your Scene View, Enable it in the Gizmos by clicking on it.
Then under Built-in Components, make sure that Capsule Collider is selected. It show now show in the Scene View.
If it is not in the Inspector or not attached to your FPS Controller, add it by yourself.
Select the FPS Controller, Got to Component->Physics->Capsule Collider. You can then resize it.
You can add the Capsule Collider into your character yourself. All you have to do is select your character, scroll down the Inspector panel, click add component, search for Capsule Collider and select it.
Without going to game view. Is this even possible?
Actually, it's GameObject Menu->Align View To Selected.
I think I know of a solution for you. . .
In Unity:
Select the Camera (GameObject) that you would like to look through while in the Scene view.
Then go to the "GameObject" Menu and select "Align View to Selected."
I hope this helps.
Why not drag your gameview below or above your sceneview. That way you can see both windows. I always work that way ;)
Click on your camera object from hierarchy and click on GameObject->Align View to Selected.
I think what he's describing is the ability to have the "Scene" window be from camera and therefore have it that changes to perspective using the alt key could be automatically adjusting the keys. Is that correct?
In other words, the ability to animate the camera from the scene window with the camera as your view by using alt to drive value changes. That would be helpful.
3D programs like Maya and Max let you select the camera as your view and by having the camera selected and autokey on will adjust the key values based on changes you're making in your viewport.
But bowditch's suggestion is the next best thing. Change the scene view window to what you want, then select the camera object and in the GameObject pulldown select "Align with View" and the camera will snap to that. Then set a key on the camera object.
Go to hierarchy bar in Unity Editor
Press F Key
Double click on object/ main camera
To view objects in different angels you can externally apply rotation, transformation (move) in any of x,y,z and for more details or less details you can zoom in-out with ease of mouse clicks.
Assuming you have Unity Pro (which makes render textures available), constructing a quick editor script to handle this should not be too difficult.
You can select the camera in the hierarchy and then click on the rotation button , after that you can change camera directions in the x,y,z planes and see the camera align in a small sqaure in the scene view , Therefore no need for game view
Hope that helps