Hi,
Like the titles says, I want to know how it’s possible to show an icon next to a gameobject in the hierarchy/scene view, considering that the gameobject has a specific monoBehaviour attached to it.
Thanks a lot
Hi,
Like the titles says, I want to know how it’s possible to show an icon next to a gameobject in the hierarchy/scene view, considering that the gameobject has a specific monoBehaviour attached to it.
Thanks a lot
The documentation is a bit lean on this topic, but it’s possible by adding your callback to
hierarchyWindowItemOnGUI.
There you can draw custom GUI stuff for each hierarchy element.
To mark only certain items, you can use a list in the update callback. For example, you can check your items if they do contain a certain script. I did check for lights in the example.
Here’s the code:
using UnityEditor;
using UnityEngine;
using System.Collections.Generic;
[InitializeOnLoad]
class MyHierarchyIcon
{
static Texture2D texture;
static List<int> markedObjects;
static MyHierarchyIcon ()
{
// Init
texture = AssetDatabase.LoadAssetAtPath ("Assets/Images/Testicon.png", typeof(Texture2D)) as Texture2D;
EditorApplication.update += UpdateCB;
EditorApplication.hierarchyWindowItemOnGUI += HierarchyItemCB;
}
static void UpdateCB ()
{
// Check here
GameObject[] go = Object.FindObjectsOfType (typeof(GameObject)) as GameObject[];
markedObjects = new List<int> ();
foreach (GameObject g in go)
{
// Example: mark all lights
if (g.GetComponent<Light> () != null)
markedObjects.Add (g.GetInstanceID ());
}
}
static void HierarchyItemCB (int instanceID, Rect selectionRect)
{
// place the icoon to the right of the list:
Rect r = new Rect (selectionRect);
r.x = r.width - 20;
r.width = 18;
if (markedObjects.Contains (instanceID))
{
// Draw the texture if it's a light (e.g.)
GUI.Label (r, texture);
}
}
}
Furthermore, you can do the same in the project window via projectWindowItemOnGUI.
Happy scripting!
If you want a fast version (0.03ms vs 6ms) try this:
using UnityEditor;
using UnityEngine;
using System.Collections.Generic;
[InitializeOnLoad]
class MyHierarchyIcons
{
static Texture2D texturePanel;
static List<int> markedObjects;
static MyHierarchyIcons ()
{
// Init
texturePanel = AssetDatabase.LoadAssetAtPath ("Assets/art/icons/icon ui panel.psd", typeof(Texture2D)) as Texture2D;
EditorApplication.hierarchyWindowItemOnGUI += HierarchyItemCB;
}
static void HierarchyItemCB (int instanceID, Rect selectionRect)
{
// place the icon to the right of the list:
Rect r = new Rect (selectionRect);
r.x = r.width - 20;
r.width = 20;
GameObject go = EditorUtility.InstanceIDToObject (instanceID) as GameObject;
if (go.GetComponent<UIPanel>())
GUI.Label (r, texturePanel);
}
}
Still doing a lot of possibly useless GetComponents when navigating the Hierarchy. I would recommend grabbing the list of objects inside an EditorApplication.hierarchyWindowChanged callback instead.
– DemigiantI recently needed this and wrote a version that will cache the game object states to save on real-time performance in the editor. It lazily updates the state of the icons and won’t be 100% up to date at all times, but on every assembly reload it will refresh the state, as well as every time you add a component, and every time you select/deselect an object, which should cover most cases in practice!

using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System;
[InitializeOnLoad]
static class HierarchyIcons {
// add your components and the associated icons here
static Dictionary<Type, GUIContent> typeIcons = new Dictionary<Type, GUIContent>() {
{ typeof(CameraLocation), EditorGUIUtility.IconContent( "d_SceneViewCamera" ) },
{ typeof(Locator), EditorGUIUtility.IconContent( "d_Transform Icon" ) },
// ...
};
// cached game object information
static Dictionary<int, GUIContent> labeledObjects = new Dictionary<int, GUIContent>();
static HashSet<int> unlabeledObjects = new HashSet<int>();
static GameObject[] previousSelection = null; // used to update state on deselect
// set up all callbacks needed
static HierarchyIcons() {
EditorApplication.hierarchyWindowItemOnGUI += OnHierarchyGUI;
// callbacks for when we want to update the object GUI state:
ObjectFactory.componentWasAdded += c => UpdateObject( c.gameObject.GetInstanceID() );
// there's no componentWasRemoved callback, but we can use selection as a proxy:
Selection.selectionChanged += OnSelectionChanged;
}
static void OnHierarchyGUI( int id, Rect rect ) {
if( unlabeledObjects.Contains( id ) )
return; // don't draw things with no component of interest
if( ShouldDrawObject( id, out GUIContent icon ) ) {
// GUI code here
rect.xMin = rect.xMax - 20; // right-align the icon
GUI.Label( rect, icon );
}
}
static bool ShouldDrawObject( int id, out GUIContent icon ) {
if( labeledObjects.TryGetValue( id, out icon ) )
return true;
// object is unsorted, add it and get icon, if applicable
return SortObject( id, out icon );
}
static bool SortObject( int id, out GUIContent icon ) {
GameObject go = EditorUtility.InstanceIDToObject( id ) as GameObject;
if( go != null ) {
foreach( ( Type type, GUIContent typeIcon ) in typeIcons ) {
if( go.GetComponent( type ) ) {
labeledObjects.Add( id, icon = typeIcon );
return true;
}
}
}
unlabeledObjects.Add( id );
icon = default;
return false;
}
static void UpdateObject( int id ) {
unlabeledObjects.Remove( id );
labeledObjects.Remove( id );
SortObject( id, out _ );
}
const int MAX_SELECTION_UPDATE_COUNT = 3; // how many objects we want to allow to get updated on select/deselect
static void OnSelectionChanged() {
TryUpdateObjects( previousSelection ); // update on deselect
TryUpdateObjects( previousSelection = Selection.gameObjects ); // update on select
}
static void TryUpdateObjects( GameObject[] objects ) {
if( objects != null && objects.Length > 0 && objects.Length <= MAX_SELECTION_UPDATE_COUNT ) { // max of three to prevent performance hitches when selecting many objects
foreach( GameObject go in objects ) {
UpdateObject( go.GetInstanceID() );
}
}
}
}
vote for this
vote for this
http://feedback.unity3d.com/unity/all-categories/1/hot/active/add-onhierarchyviewgui-to-draw-g
I don’t know that there’s a way to show icons in Hierarchy or Project, but in Scene view it’s simple:
function OnDrawGizmosSelected() {
Gizmos.DrawIcon ( transform.position, "NodeIcon.tiff" );
}
The texture has to be in the Assets/Gizmos folder.
Hi thanks. Ye I knew about the gizmos and the scene view. I am wondering if there is a way to show in the hierarchy panel itslef.Thanks
– nuverian
Thanks for sharing, but this is just terrible on the performance. You are doing a GetComponent call on every single game object in the scene and thats just for a single icon. It would be much more efficient to do Object.FindObjectsOfType(typeof(Light)) instead. But it still gets quite slow I bet :(
– Partel-LangGood point, indeed. However, I won't spend too much time on optimizing editor scripts, as they usually run on high end machines anyways. Also, this is just intended to show the concept. But of course, optimization could be an issue. Thanks for noting!
– GerryMThe code works but was killing my game in editor and editor performance in general. There has to be a more efficient way.
– C2_Game_StudioRemoving the UpdateCB subscription and just doing the get component on HierarchyItemCB improved performance vastly.
– C2_Game_StudioSorry to bump this topic after so long but I don't think you have to remove UpdateCB. Just replace EditorApplication.update with EditorApplication.hierarchyWindowChanged. I'm not sure, I'm just starting to learn Unity and C#, but I haven't noticed any hit on performance by using it. I thought it might be useful.
– Heatith