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ScriptableWizard and Gizmos


I made a custom ScriptableWizard and wanted to draw Gizmos while it was active, so I defined the following function inside my class (c#):

void OnDrawGizmos()
    Debug.Log("draw gizmo");
    Gizmos.DrawCube(new Vector3(0,0,0), new Vector3(1,1,1));

But even when the wizard is active there are no Debug messages and no Gizmo is drawn. So I was wondering what I was doing wrong... ;P

Thanks in advance

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asked Feb 21, 2010 at 09:32 AM

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Same problem here, have you find some workaround for this?

Jun 14, 2011 at 09:50 PM AzulValium

No, I was so focused in ways to avoid using gizmos that forgot to.

Jun 19, 2011 at 02:57 AM AzulValium

Deleted the comment and posted and answer. No need to post a bug report, according to the forums UT is aware of the issue. :)

Jun 19, 2011 at 02:58 AM Joshua

Same here, OnDrawGizmos seems to not work with scriptablewizard...unfortunately

Apr 29, 2012 at 12:18 PM Crazydadz
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4 answers: sort voted first

It's a know bug. A quote from the forums by Shawn, a Unity employee: " this is a known problem. We have no ETA on a fix yet... :( "

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answered Jun 19, 2011 at 02:54 AM

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Make sure you didn't accidentally "un-render" the mesh for the missing object. It may sound obvious, but you never know. That would be something I'd do by accident. lol.

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answered Mar 10, 2010 at 07:56 PM

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But I don't even have a mesh, I only have a ScriptableWizard editor window. Not sure I understand what you mean.

Mar 11, 2010 at 07:23 AM Froghut
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Is the scene camera looking at <0,0,0>? The best way to check is to position an object there and make sure the camera can see it. If you still don't see the cube, there could be another problem.

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answered Feb 24, 2010 at 05:47 PM

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andeeee ♦
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To test this I placed a sphere at 0,0,0. I can see the sphere in the scene view, but can't see a cube with the wizard open, neither in the scene view nor in the game view with the Gizmos button enabled.

Feb 25, 2010 at 06:56 AM Froghut
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Check you don't have any script compilation errors. If this code was added since the last successful compile, it won't be included in the current wizard you see.

Note that this includes ALL compiling issues in your project, not just the script containing this code. If there are any compilation errors at all, Unity will revert to the last successful code compile.

That's about the only thing I can see possibly wrong with this right now, and I point it out as it has happened to me a couple of times before.

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answered Jun 03, 2010 at 03:01 AM

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asked: Feb 21, 2010 at 09:32 AM

Seen: 3033 times

Last Updated: Apr 29, 2012 at 12:18 PM