Hello,
I believe since moving to 2021.3.0f1 expanding/collapsing a component in the inspector not longer toggles its Gizmos. I don’t think that’s necessarily bad, just need to unlearn that behaviour.
However that does mean that you can’t quickly toggle gizmos on and off. In larger projects you end up with a lot of gizmos, and you often want to turn specific ones on and off quickly.
The new searchable gizmos menu is great - but if I have 40 components drawing gizmos, along with dozens (or hundreds?) 3rd party ones, finding the correct one to toggle is still a pain. Not to mention it likely means
- Selecting the gizmo in the scene
- Figuring out which of the game object’s component is drawing the gizmo I want to get rid of
- Opening the Gizmos menu and searching for that component
- If a game object has 3 components on it, I need to keep searching for each one and toggle it until I find the right one.
Could we maybe wave a very quick way of doing that from within the component inspector itself?
Either a toggle button (in the component header, next to the Help/Preset/Menu buttons), or a context menu option?
For reference I cobbled together using reflection a context menu option from scripts I found online that does that, and it’s instantly easier to use (to me) than searching through the menu:
This means if I have a bunch of gizmos filling up my screen I can
- Select the gizmo in the scene
- Right click the component header → Toggle Gizmos
(Unfortunately I couldn’t get it to work for built-in components due to them using the internal classId which, as far as I could tell, I had no way of telling given a component Type)