This plugin helps you display a runtime scene gizmo as a UI element in your Unity projects. An event is raised when a component of the gizmo is clicked.
Unreal gizmos surely look very cool However, I don’t have any plans for Transform gizmos yet; I must finish a couple of other projects first. There are some open source Transform gizmo solutions out there already, I’d recommend you to check them out if you haven’t already done so (just google “unity runtime gizmos github”).
First of all, I love this asset. easy to use and efficient, lovable.
That being said, I’m trying to modify it a little to fit my needs: I’m looking for a way to have this gizmo Z up instead of Y up.
" Gizmo’s rotation will match the main camera’s rotation but it is possible to change the reference object via GizmoRenderer’s Reference Transform property. "
→ I tried that, but then the gizmo doesn’t update anymore when I move my camera. (moving my camera doesn’t affect the gizmo anymore)
So I also tried to change the gizmo prefab rotation by adding a new gameObject to make the desired rotation:
In the first method, you have to also update the Reference Transform’s rotation as you rotate the camera (otherwise moving the camera will have no effect as you’ve seen). In the second method, you can set Y+'s Mesh Filter mesh to BlueGizmoCone and its label to z, then modify Z+ to have GreenGizmoCone and label y.
Hello,
Thank you for this helpful asset, it’s great.
I have just a problem:
When I export DemoScene and the scene with hierarchy to webgl, in both scenes the gizmo is pixelated.
Do you know how can I solve this?
I use Unity 2019.4
When playing a WebGL game on itch.io, if I don’t enter full-screen mode, the game is rendered somewhat blurry. I wonder if this is also a similar issue. If everything else renders perfectly fine, then the gizmo’s resolution might be calculated too small. You can try setting a resolution manually (like int gizmoResolution = 512;) at this line.
@dyxwxjdy You’re right. Changing SceneGizmoRenderer’s 101th line as follows resolves the issue: RectTransformUtility.ScreenPointToLocalPointInRectangle( imageHolderTR, eventData.position, eventData.enterEventCamera, out localPos );