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)
Related
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.
I am new to Unity and am working on a UI project. I want to add a Camera targeted on a GameObject in the Canvas. There is a Camera with the same hierarchy of the Canvas and when I clicked it the preview is blank but when I play the project everything is shown, including all the buttons texts images.
How does the Camera work with UI and is it possible to add a camera targeted on a GameObject?
For your main Canvas, you do not need a Camera. Please see the Unity Manual for information regarding the Canvas. Take note of the Render Mode option on the Canvas Component. If this is set to Screen Space - Overlay then you will not need a camera to view UI Items or GameObjects that are placed as children to this GameObject. It will also inherently not appear in your Camera Preview if it is located under a Canvas of this type.
If you would like to have other GameObjects show up in the Camera Preview, add them to your scene and ensure that they are not under the Canvas GameObject. Then ensure that they are in range of your Camera.
Hope this helps!
I would like to make a basic game to practice some unity scripting. How can I add a new camera to my scene? I have created a cube as my main character and dragged a camera script from the store onto my cube but it says no cameras rendering.
what do you mean with "dragged a camera script from the store"
Instead, after you added your cube, select it and in the inspector (normally on the right side of your editor), click "add component" and type in "camera" and select the camera component
Is it possible to draw Gizmos (https://docs.unity3d.com/ScriptReference/Gizmos.html) in the scene view.. but overlaying the UGUI Canvas (within the scene view) and not particularly in world space? I'm looking to outline some UI elements in the scene view more fully than the vanilla Unity RectTransform is shown there.
We looked at using https://docs.unity3d.com/ScriptReference/Gizmos.DrawGUITexture.html but that appears to fall-back on old-style UI layout and doesn't account for the multiple different Render Modes the UI Canvas can be set to.
No.
You need to create the gizmos yourself in the game. There are some plugins in the asset store that provide re-implemented gizmos. You can have a look at them.
To show a 3D object in a texture, you need another camera and a RenderTexture asset. Let the camera look at the gizmos you created and assign the RenderTexture to Camera.targetTexture.
To show the texture on the UGUI Canvas, create a RawImage, then assign the RenderTexture to 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