Game Development Reference
In-Depth Information
As mentioned earlier, many Unity objects, such as colliders, trigger volumes,
NavMesh Agents, cameras, and lights, already offer their own visual aids and
gizmos when they are selected. These are shown by default in the
Scene
viewport
unless you switch them off or reduce their size to zero. So, if you've added a native
Unity object and don't see a gizmo in the
Scene
viewport, then be sure to check the
Gizmo
panel that is accessible from the
Scene
toolbar via the
Gizmo
button. Enable
all the gizmos you want to see and adjust the
Size
slider that increases or decreases
the gizmo size (choose a size that is best for you), as shown here:
Enabling gizmos in the Scene view
Gizmos in the Game tab
Gizmos don't show by default in the
Game
tab. You can, however,
change this behavior easily using the
Gizmo
button in the top-right
corner of the
Game
tab toolbar. This menu works just like the
Gizmos
menu for the
Scene
tab, as shown in the preceding screenshot.
Consider the following code sample 2-6. This is a sample class that can be attached
to an object and it relies on the Unity gizmo class to draw a custom range of
helper gizmos. More information can be found online at
http://docs.unity3d.
com/ScriptReference/Gizmos.html
.
Here, this sample class draws a bounding
wireframe sphere of a specified radius centered on the object that represents its
range of attack. In addition, it draws a line-of-sight vector that represents the object's
forward direction, providing a visual indication of the way the object is facing. All
of these gizmos are drawn inside the
OnDrawGizmos
event of
MonoBehaviour
on the
condition that the variable
DrawGizmos
is
true
: