GameObject icons ignore scene visibility settings

I’m a big fan of using isolation mode (Shift+H) to focus on just what I’m dealing with at any given moment.

I’ve run into an issue where I’ve got a heap of GameObjects that have “icons” set on them. Icons set on the object that way don’t follow scene visibility settings. (The eyeball in the hierarchy view, which is also used for isolation mode.)

Instead, the only ways I can find to turn them off temporarily are to: actually disable the object, or disable gizmos completely.

Is there something I’m missing or is this actually unintended behavior?

Here’s what I’m seeing:

pleasedjadedamurminnow

(2021.3.15f1)

You can use the SceneVisibilityManager to check if the object is hidden and only draw your gizmos if it’s not.

Hi Tom, I appreciate the response. Unfortunately, the gizmo being drawn isn’t user drawn, it’s the one that is created by assigning an icon (in the case from my clip,
One of the colored ones that also draws the GameObject’s name) that’s built into the editor. My clip there is in an empty project with no custom scripts at all.

It does react with when all gizmos are turned off (I imagine the engine just disables the API), but otherwise it continues to draw.

In the Gizmos Menu you can click the little icons next to the script name to toggle the visibility of these: Unity - Manual: Gizmos menu

Hi Spiney,

Unfortunately I’m not seeing a way to do that in that menu. Like in the screenshot below, the behavior I’m seeing occurs with no component (other than transform) on the game object. The transform checkbox doesn’t control it, nor any “Built-in” checkbox in the dropdown:

Although this post is old i’ve come across it too in Unity 2022.3.7f1
The problem is you can not hide labels put on gameobjects unless you turn off all gizmos. But if you assign an icon to a script and put that script on a gameobject then you can disable it in gizmos.

I’ve posted a bug ticket with the same title as this thread so hopefully unity

1 Like

Ticket here