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Question by 3DPrasad · Sep 04, 2010 at 04:58 AM · cameraeditoralign

Align with view programmatically

In 'GameObject' menu, there are options "Move To View" ,"Align With View" etc. I want to do this programmatically in the editor.

My issue is, i can not access the camera through which we see things in 'scene view', because of which i can not align any object to the view.

with 'Camera' class we get all 'created' cameras and doesn't include 'that' camera.

here in the image below There are two 'views' (scene view and a game view)

what we see in game view is through the camera we create in scene. But i am talking about the one through which scene view(upper one) is being displayed. when we do "Align With View" on game object, it is aligned to the scene camera which i cant access because there is no such object in 'Hierarchy' window.

(i really dont know how to explain this if it is still confusing :( )

alt text

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Answer by Jesse Anders · Sep 04, 2010 at 05:37 AM

My understanding is that in the context of editor scripts, Camera.current refers to (or at least may refer to) the scene view camera. It's recommended that you check it against null first to make sure the reference is valid, but if you can read the camera's transform using this method, it seems that would be sufficient for what you describe.

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Answer by StephanK · Sep 04, 2010 at 11:58 AM

Do you mean you want to have the scene view aligned with the in game camera? If that's what you want just select the game camera in your hierarchy and select GameObject->Align view with selected.

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avatar image 3DPrasad · Sep 04, 2010 at 06:15 PM 0
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ok fine, now suppose you dont have the menu option and you want to write a script for this, how will you do this?

avatar image Jesse Anders · Sep 04, 2010 at 08:14 PM 0
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I haven't used that feature myself, but it looks like 'Align To View' simply assigns the camera transform to the game object. So in code, it would look something like 'targetGameObject.transform.position = Camera.current.transform.position', and similarly for the rotation field. (I haven't tried this myself, but it seems like it should work.) Is that what you're looking for?

avatar image 3DPrasad · Sep 06, 2010 at 07:00 AM 0
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when game is not running, there is no 'Camera.current', it can be valid only at runtime (please correct me if am wrong, but this is what i noticed).

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Answer by Loius · Nov 22, 2010 at 03:55 PM

The following will log the scene camera's position as long as you have a Type selected. (TypeEditor can be whatever name you want, as long as it's the same as the file name)

@CustomEditor( Type )

class TypeEditor extends Editor { function OnSceneGUI() { Debug.Log( Camera.current.transform.position ); } }

From there you should be able to get whatever functionality it is you need. For example, I have one type of object that projects a camera-focused Handles.WireDisc representing its radius while in editor mode.

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Answer by Ben 14 · Feb 28, 2011 at 09:32 PM

Not sure if it's the best solution, but you could use HandleUtility.GUIPointToWorldRay to construct a world-coordinate ray that is sent by the editor camera.

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Answer by thienhaflash · Jun 29, 2012 at 01:22 PM

After hours of searching, I finally found an undocumented way to get access to the scene Camera, but sadly, although you can read the information from that, the camera's transform got reset every frame, so changing its transform.position doesn't help much (actually I managed to be able to change x & y but not z) . You can not change the projection type or orthographic size neither. You can only change the rotation (tested against Unity 3.5) . Anyway, here's a reference :

 SceneView sceneView     = SceneView.lastActiveSceneView;
 Camera cam        = sceneView.camera; //here is the scene camera
 
 //you may want to use MonoBehaviour.print(camera.transform.position) here
 
 //these lines of code won't work
 cam.isOrthoGraphic    = true;
 cam.orthographic    = true;
 cam.orthographicSize    = Sceen.height/2;
 
 
 //changing scene view's transform.position won't have any effect
 //use pivot to change x, y (but not z)
 Vector3 position = sceneView.pivot;
 position.x = 0;
 position.y = 0;
 position.z = - Screen.height/2f/Mathf.Tan(cam.fieldOfView/2*Mathf.PI/180); //this usually made the camera to pixel perfect (1 Unit : 1 pixel), but won't work for Scene camera
 
 //changing rotation will works, though
 sceneView.rotation        = new Quaternion(0,0,0,1);
 
 //remember to tell the sceneView to repaint
 sceneView.Repaint();

That's it, undocumented things, so it might be change anytime. Use with your own risk.

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