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using UnityEngine; | |
using UnityEditor; | |
public class AutoSnap : EditorWindow | |
{ | |
private Vector3 prevPosition; | |
private bool doSnap = true; | |
private float snapValue = 1; | |
[MenuItem( "Edit/Auto Snap %_l" )] | |
static void Init() | |
{ | |
var window = (AutoSnap)EditorWindow.GetWindow( typeof( AutoSnap ) ); | |
window.maxSize = new Vector2( 200, 100 ); | |
} | |
public void OnGUI() | |
{ | |
doSnap = EditorGUILayout.Toggle( "Auto Snap", doSnap ); | |
snapValue = EditorGUILayout.FloatField( "Snap Value", snapValue ); | |
} | |
public void Update() | |
{ | |
if ( doSnap | |
&& !EditorApplication.isPlaying | |
&& Selection.transforms.Length > 0 | |
&& Selection.transforms[0].position != prevPosition ) | |
{ | |
Snap(); | |
prevPosition = Selection.transforms[0].position; | |
} | |
} | |
private void Snap() | |
{ | |
foreach ( var transform in Selection.transforms ) | |
{ | |
var t = transform.position; | |
t.x = Round( t.x ); | |
t.y = Round( t.y ); | |
t.z = Round( t.z ); | |
transform.transform.position = t; | |
} | |
} | |
private float Round( float input ) | |
{ | |
return snapValue * Mathf.Round( ( input / snapValue ) ); | |
} | |
} |
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no need of another,but you can do it like this also.