Align with view programmatically

In 'GameObject' menu, there are options "Move To View" ,"Align With View" etc. I want to do this programmatically in the editor.

My issue is, i can not access the camera through which we see things in 'scene view', because of which i can not align any object to the view.

with 'Camera' class we get all 'created' cameras and doesn't include 'that' camera.

here in the image below There are two 'views' (scene view and a game view)

what we see in game view is through the camera we create in scene. But i am talking about the one through which scene view(upper one) is being displayed. when we do "Align With View" on game object, it is aligned to the scene camera which i cant access because there is no such object in 'Hierarchy' window.

(i really dont know how to explain this if it is still confusing :( )

alt text

After hours of searching, I finally found an undocumented way to get access to the scene Camera, but sadly, although you can read the information from that, the camera’s transform got reset every frame, so changing its transform.position doesn’t help much (actually I managed to be able to change x & y but not z) . You can not change the projection type or orthographic size neither. You can only change the rotation (tested against Unity 3.5) . Anyway, here’s a reference :

SceneView sceneView 	= SceneView.lastActiveSceneView;
Camera cam		= sceneView.camera; //here is the scene camera

//you may want to use MonoBehaviour.print(camera.transform.position) here

//these lines of code won't work
cam.isOrthoGraphic	= true;
cam.orthographic	= true;
cam.orthographicSize	= Sceen.height/2;


//changing scene view's transform.position won't have any effect
//use pivot to change x, y (but not z)
Vector3 position = sceneView.pivot;
position.x = 0;
position.y = 0;
position.z = - Screen.height/2f/Mathf.Tan(cam.fieldOfView/2*Mathf.PI/180); //this usually made the camera to pixel perfect (1 Unit : 1 pixel), but won't work for Scene camera

//changing rotation will works, though
sceneView.rotation		= new Quaternion(0,0,0,1);

//remember to tell the sceneView to repaint
sceneView.Repaint();

That’s it, undocumented things, so it might be change anytime. Use with your own risk.

I recently worked on an Editor tool where I had to set up waypoints for the camera movements so in case anyone stumbles across the same requirement in the future, this is what I used (Unity 2017.4):

// get scene view camera
SceneView view = SceneView.lastActiveSceneView;
Camera cam = view.camera;

// use cam.transform to get the position and rotation of the object you want to align to the current view.

Btw, in case you want to do the reverse, i.e, align the scene view to a gameobject, here is one way to do it:

// get the view reference
SceneView view = SceneView.lastActiveSceneView;
// align the scene camera to the transform
view.AlignViewToObject(viewObject.transform); //viewObject is the gameobject you want to align the view to

My understanding is that in the context of editor scripts, Camera.current refers to (or at least may refer to) the scene view camera. It's recommended that you check it against null first to make sure the reference is valid, but if you can read the camera's transform using this method, it seems that would be sufficient for what you describe.

Do you mean you want to have the scene view aligned with the in game camera? If that's what you want just select the game camera in your hierarchy and select GameObject->Align view with selected.

The following will log the scene camera's position as long as you have a Type selected. (TypeEditor can be whatever name you want, as long as it's the same as the file name)

@CustomEditor( Type )

class TypeEditor extends Editor {
 function OnSceneGUI() {
  Debug.Log( Camera.current.transform.position );
 }
}

From there you should be able to get whatever functionality it is you need. For example, I have one type of object that projects a camera-focused Handles.WireDisc representing its radius while in editor mode.

Not sure if it's the best solution, but you could use HandleUtility.GUIPointToWorldRay to construct a world-coordinate ray that is sent by the editor camera.

I know this is an old thread, but it’s the first thing i found on google when researching.

Anyway, here is an Editor script that i wrote to automatically align my scene view with what is happening in my game view whilst in play mode.

The camera follows the position of a target transform, which you drag on the transform of whatever your main camera is set to follow in the inspector).

So far i have been finding it very useful when sitting my game window next to my scene window and looking at visual debugging info, such as debug.draw-line etc. I am using this with an orbit style cam and it seems to work fine, though it may need some slight modification to work with other purposes.
It does not zoom in or out automatically but it was suitable for my needs and should be relatively straight forward to modify etc.

using UnityEngine;
using UnityEditor;
using System.Collections;

public class AlignSceneViewWithMainCamera : MonoBehaviour {

	Camera mainCamera;
	public Transform target;

	void Start()
	{
		mainCamera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Camera>();
	}

	void OnRenderObject()
	{

		if (SceneView.lastActiveSceneView != null && SceneView.lastActiveSceneView.camera == Camera.current) 
		{				
			if (mainCamera != null) 
			{
				SceneView.lastActiveSceneView.pivot = target.position;
				SceneView.lastActiveSceneView.rotation = mainCamera.transform.rotation;
				SceneView.lastActiveSceneView.Repaint ();
			}
		}
	}
}

Now we can use EditorApplication.ExecuteMenuItem to execute any menu item, including Move To View and Align With View.

Slap this on. Works like a charm.

using UnityEngine;
using UnityEditor;

[ExecuteInEditMode]
public class AlignCam : MonoBehaviour
{
    public Camera gameCam;
    public bool updateView = false;
    private void LateUpdate()
    {
        if (updateView)
        {
            SceneView sceneCam = SceneView.lastActiveSceneView;
            gameCam.transform.position = sceneCam.camera.transform.position;
            gameCam.transform.rotation = sceneCam.camera.transform.rotation;
        }
    }
}