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static Action< RuntimeGizmoDrawer > | OnPostRenderGizmos |
| Subscribe to this event if you want to draw gizmos after rendering is complete. Doing gizmo rendering inside of the normal Camera.onPostRender event will cause rendering artifacts. More...
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Definition at line 26 of file RuntimeGizmoManager.cs.
◆ areGizmosDisabled()
static bool Leap.Unity.RuntimeGizmos.RuntimeGizmoManager.areGizmosDisabled |
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Transform |
transform | ) |
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◆ OnDisable()
virtual void Leap.Unity.RuntimeGizmos.RuntimeGizmoManager.OnDisable |
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◆ OnEnable()
virtual void Leap.Unity.RuntimeGizmos.RuntimeGizmoManager.OnEnable |
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◆ onPostRender()
void Leap.Unity.RuntimeGizmos.RuntimeGizmoManager.onPostRender |
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Camera |
camera | ) |
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◆ OnValidate()
virtual void Leap.Unity.RuntimeGizmos.RuntimeGizmoManager.OnValidate |
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◆ Reset()
virtual void Leap.Unity.RuntimeGizmos.RuntimeGizmoManager.Reset |
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◆ TryGetGizmoDrawer() [1/2]
static bool Leap.Unity.RuntimeGizmos.RuntimeGizmoManager.TryGetGizmoDrawer |
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GameObject |
attatchedGameObject, |
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out RuntimeGizmoDrawer |
drawer |
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Tries to get a gizmo drawer for a given gameObject. Will fail if there is no gizmo manager in the scene, or if it is disabled. Will also fail if there is a disable RuntimeGizmoToggle as a parent of the gameObject.
The gizmo matrix will be set to the identity matrix. The gizmo color will be set to white.
Definition at line 83 of file RuntimeGizmoManager.cs.
◆ TryGetGizmoDrawer() [2/2]
static bool Leap.Unity.RuntimeGizmos.RuntimeGizmoManager.TryGetGizmoDrawer |
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out RuntimeGizmoDrawer |
drawer | ) |
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static |
Tries to get a gizmo drawer. Will fail if there is no Gizmo manager in the scene, or if it is disabled.
The gizmo matrix will be set to the identity matrix. The gizmo color will be set to white.
Definition at line 65 of file RuntimeGizmoManager.cs.
◆ Update()
virtual void Leap.Unity.RuntimeGizmos.RuntimeGizmoManager.Update |
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◆ _backDrawer
◆ _cubeMesh
Mesh Leap.Unity.RuntimeGizmos.RuntimeGizmoManager._cubeMesh |
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◆ _displayInGameView
bool Leap.Unity.RuntimeGizmos.RuntimeGizmoManager._displayInGameView = true |
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◆ _enabledForBuild
bool Leap.Unity.RuntimeGizmos.RuntimeGizmoManager._enabledForBuild = true |
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◆ _frontDrawer
◆ _gizmoShader
Shader Leap.Unity.RuntimeGizmos.RuntimeGizmoManager._gizmoShader |
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◆ _sphereMesh
Mesh Leap.Unity.RuntimeGizmos.RuntimeGizmoManager._sphereMesh |
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◆ _wireCubeMesh
Mesh Leap.Unity.RuntimeGizmos.RuntimeGizmoManager._wireCubeMesh |
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◆ _wireSphereMesh
Mesh Leap.Unity.RuntimeGizmos.RuntimeGizmoManager._wireSphereMesh |
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◆ CIRCLE_RESOLUTION
const int Leap.Unity.RuntimeGizmos.RuntimeGizmoManager.CIRCLE_RESOLUTION = 32 |
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◆ DEFAULT_SHADER_NAME
const string Leap.Unity.RuntimeGizmos.RuntimeGizmoManager.DEFAULT_SHADER_NAME = "Hidden/Runtime Gizmos" |
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◆ OnPostRenderGizmos
Action<RuntimeGizmoDrawer> Leap.Unity.RuntimeGizmos.RuntimeGizmoManager.OnPostRenderGizmos |
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Subscribe to this event if you want to draw gizmos after rendering is complete. Doing gizmo rendering inside of the normal Camera.onPostRender event will cause rendering artifacts.
Definition at line 56 of file RuntimeGizmoManager.cs.
The documentation for this class was generated from the following file: