Using unityengine;using system.collections;using unityeditor; ///<summary>///quickly captures scene object pivot points by name///</ Summary>public class quickgetpivot:editorwindow{ ///<summary> ///defining variables ///</summary > private string objectnamestring = ""; private gameobject Mygameobject; //Storage scenario Gameobject private int[] Intarray = new int[] {0 , 1, 2, 3, 4}; //top effects private int headint = 0; private int bottomfootstepsint = 0; private int Hipchestint = 0; private int handfootint = 0; private int weaponint = 0; private int NormalSpecialInt = 0;& Nbsp; private string[] head_string = new string[] {"Choose A Effect", "Head_c_effectpoint", "Head_t_effectpoint"};& Nbsp;private string[] bottomfootsteps_string = new string[] {"Choose A Effect", "Bottom_effectpoint", "FOOTSTEPS_EFFECTP Oint "}; private string[] hipchest_string = new string[] {" Choose A Effect "," Hip_effectpoint "," Chest_effectpoint "}; private string[] handfoot_string = new string[] {" Choose a Eff ECT "," Hand_l_effectpoint "," Hand_r_effectpoint "," Foot_l_effectpoint "," Foot_r_effectpoint "}; private string[ ] weapon_string = new string[] {"Choose A Effect", "Weapon01_effectpoint", "Weapon02_effectpoint", "Weapon03_effectpoint "}; private string[] normalspecial_string = new string[] {" Choose A Effect "," Normal_hurtpoint "," Special_hurtpoint "}; ///<summary>im ///Create, display form ///</summary> [@MenuItem (" Custom/Effect/ Quickgetpivot ")] private static void Init () { quickgetpivot window = (quickgetpivot) GetWindow ( typeof (Quickgetpivot), True, "Quickgetpivot"); window. Show (); } ///<summary> ///Display the contents of the form ///</summary> private void Ongui () { //effectpopup headint = editorguilayout.intpopup ("Top Effect", Headint, Head_string, intarray); bottomfootstepsint = Editorguilayout.intpopup ("Bottom effect", Bottomfootstepsint, BottomFootsteps_ String, intarray); hipchestint = Editorguilayout.intpopup ("Bone Effects", Hipchestint, Hipchest_string, IntArray); Handfootint = Editorguilayout.intpopup ("hands and feet effects", Handfootint, Handfoot_string, intarray); WeaponInt = Editorguilayout.intpopup ("Weapon effects", Weaponint, Weapon_string, intarray); normalspecialint = Editorguilayout.intpopup ("Hit Effects", Normalspecialint, Normalspecial_string, Intarray); if ( Guilayout.button ("Get Object Pivot")) { getsceneobjectpivot (); } } // /<summary> ///Get object pivot point ///</summary> /// private void Getsceneobjectpivot () in scene { //Console output objectnamestring switch (headint) { case 1: objectnamestring = "Head_c_effectpoint"; break; case 2: Objectnamestring = "Head_t_effectpoint"; break; } switch (bottomfootstepsint) { Case 1: objectnamestring = ' bottom_effectpoint '; break; case 2: objectnamestring = "Footsteps_effectpoint"; break; } switch (hipchestint) { Case 1: objectnamestring = "Hip_effectpoint"; break; case 2: objectnamestring = "Chest_effectpoint"; break; } switch (handfootint) { Case 1: objectnamestring = ' hand_l_effectpoint '; break; case 2: objectnamestring = "Hand_r_effectpoint"; break; case 3: objectnamestring = "Foot_l_ Effectpoint "; break; case 4: objectnamestring =" Foot_r_effectpoint "; break ; } switch (weaponint) { case 1: objectnamestring = "Weapon01_effectpoint "; break; case 2: objectnamestring =" Weapon02_effectpoint "; break; case 3: objectnamestring = "Weapon03_effectpoint"; break; } Switch (normalspecialint) { case 1: objectnamestring = "Normal_hurtpoint"; break; case 2: objectnamestring = "Special_hurtpoint"; break; } if (""! = objectnamestring) { mygameobject = Gameobject.find (objectnamestring); &NBSP;IF (null! = Mygameobject) { Selection.activetransform = mygameobject.transform; & nbsp;} else { debug.logwarning ("No Such Object in scene!"); Selection.activetransform = null; } headint = 0; Bottomfootstepsint = 0; hipchestint = 0; handfootint = 0; WeaponINT = 0; normalspecialint = 0; objectnamestring = ""; Debug.Log ( objectnamestring); } else { debug.logwarning ("Choose A Effect first!"); } }}
Unity3d quickly captures the pivot point of a scene object by name