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@beardordie
Last active August 28, 2021 15:36
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Script component to add to GameObjects to easily show debug text above within Scene view
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>DebugText class
/// AUTHOR: Beard or Die (more or less)
/// BASED ON AND THANKS TO: Video and code by Unity3d.college: https://www.youtube.com/watch?v=uFFexymk3FY
/// DATE: 2018-01-11
/// COPYRIGHT: None; even remove this text if you want.
/// PURPOSE:
/// Adds a customizable text viewable within the Scene tab, even when not in Play mode
/// You can choose between the built-in data types to be shown, or customize the debug data.
///
/// INSTRUCTIONS:
/// If using Override mode to set custom debug text, in order to prevent
/// "OverrideText method not yet called. See instructions." being shown,
/// in any another script attached to the same GameObject, use the following code:
///
/// private void OnGUI()
/// {
/// if(gameObject.GetComponent<DebugText>()!=null) gameObject.GetComponent<DebugText>().OverrideText("myVar1: " + myVar1 + "\n" + "myVar2: " + myVar2);
/// }
/// </summary>
public class DebugText : MonoBehaviour {
[HideInInspector] public enum DebugDataTypes {TransformPosition, GameObjectName, GameObjectToString, Override}
[Tooltip("Choose type of data to show")] public DebugDataTypes useData = DebugDataTypes.TransformPosition;
[Tooltip("Adjust position of debug text relative to object")] public Vector3 heightOffset = Vector3.up;
public Color color = Color.green;
private string overrideText = "OverrideText method not yet called. See instructions.";
public void OverrideText(string newText)
{
overrideText = newText;
}
public GUIStyle style;
#if UNITY_EDITOR
private void OnGUI()
{
DrawText();
}
#endif
#if UNITY_EDITOR
private void DrawText()
{
string text = " ";
style.normal.textColor = color;
style.alignment = TextAnchor.MiddleCenter;
style.fixedWidth = 300f;
switch (useData){
case DebugDataTypes.GameObjectName:
text = gameObject.name;
break;
case DebugDataTypes.TransformPosition:
text = gameObject.transform.position.ToString();
break;
case DebugDataTypes.GameObjectToString:
text = gameObject.ToString();
break;
case DebugDataTypes.Override:
if(overrideText!=null)
{
text = overrideText;
} else
{
text = "OverrideText not yet called. See instructions."; // to prevent this, see instructions
}
break;
default:
text = gameObject.ToString();
break;
}
UnityEditor.Handles.Label(gameObject.transform.position + heightOffset, text, style);
}
#endif
#if UNITY_EDITOR
[ExecuteInEditMode]
private void OnDrawGizmos()
{
DrawText();
}
#endif
}
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debugtextsnapshot

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beardordie commented Jan 14, 2018

Updated 2018-01-13 with the help of Darkfafi and B.A.R.A.N.U.S.: now visible in Game view also, and does not cause build problems.

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