Gizmos
When creating an Entity you may want to assign a custom Editor Gizmo. This can be acheived by overriding the DrawGizmos()
and DrawGizmosSelected()
functions of the Entity respectively.
Note
To prevent Gizmo-related code from being included in the shipped game when not in use, wrap these functions in a #if EDITOR
directive.
Rendering Primitives
The Gizmos
class offers features for rendering different types of Primitives within your Gizmos. To set the Color of a Primitive you can set Gizmos.Color
before rendering the Primitive.
#if EDITOR
public override void DrawGizmos()
{
// Draw a Red Cube sized at 32 units at the Entity position
Gizmos.Color = new Vector4(255, 0, 0, 1);
Gizmos.DrawCube(Transform.Position, new Vector3(32.0f, 32.0f, 32.0f));
}
#endif
Warning
Gizmo Primitives are not parented to the Entity by default.