How do I create small camera view window at the right bottom corner of scene view like the one created when you select a GO with Camera Component in hierarchy?
Try Googling a minimap tutorial, I’m pretty sure they do what you want in those videos.
No guys, as I said before, I need it only for scene view. If you need more details - I’m implementing custom inspector with button which creates Position Handle for a Camera so I would like to use the exact same window as mentioned by me in the thread before to know how exactly my character will be seen by the Camera from a particular position.
I don’t know about the preview window specifically, but you can just drag the Game Tab to wherever you want, including its own window so you can view it simultaneously. It should pretty much have the same effect.
But there is no camera to view the character in Game View because I am only changing offset which will be applied to the character’s head to calculate portrait camera’s position. This entire feature I’m implementing is needed to adjust portrait camera’s offset and not the main camera’s offset so I think your suggestion is improper. No offense. ![]()
You could try to render into a RenderTexture and use GUI.DrawTexture however there may be better ways to do this today, I don’t know. Here is a post where the autor solved it like that: Rendering a Camera in an Editor window displays its RenderTexture automatically? - Questions & Answers - Unity Discussions
I don’t really understand why the method I provided wouldn’t work, since you can just set your portrait camera to the main camera, and then switch it back when you’re done.
When I think about it now, it can be done your way. I will need to create a copy of Camera component of that of the portrait camera’s prefab and then add that component to currently viewed GO not to lose the ability to drag Handles.
Change of opinion again. As it all will happen in prefab mode, Game View won’t be affected, so I can’t implement it this way.
3 years later and these is still no answer. Seems like there is no information on the internet and gpt doesn’t know the answer either.
Well, it’s been less than a year, but I provided a workaround, and Kreshi provided one which could even be implemented into some Editor Code back then. If you have a different problem with them, maybe try creating your own thread and people can help you figure out a solution for it there.
Well after some digging I found what the guy was asking for so I am gonna post it in case someone will be interested.
https://docs.unity3d.com/Manual/overlays-custom.html
These are called overlays

We use VisualElement class instead of traditional IMGUI and you can probably do pretty much anything with it including sending the texture from game camera view and drawing it as a Label.
This is the code if someone’s interested:
using UnityEditor;
using UnityEditor.Overlays;
using UnityEngine.UIElements;
[Overlay(typeof(SceneView), "My Custom Toolbar", true)]
public class MyToolButtonOverlay : Overlay
{
public override VisualElement CreatePanelContent()
{
var root = new VisualElement() { name = "My Toolbar Root" };
root.Add(new Label() { text = "Hello" });
root.Add(new Button() { text = "Click Me" });
return root;
}
}