I am a beginner in programming so I need to know the following: I am calling REST APIs from my project to the server, and I am stuck here.
I am trying to show the output of my button on specific Gameobject in my Scene. I want to know how many UnityEditor properties are there or how to point my game object for an output instead of DialogDisplay popup?
EditorUtility.DisplayDialog("Posts", JsonHelper.ArrayToJsonString(res, true), "Ok");
return RestClient.GetArray(basePath + "/todos");
}).Then(res => {
EditorUtility.DisplayDialog("Todos", JsonHelper.ArrayToJsonString(res, true), "Ok");
return RestClient.GetArray(basePath + "/users");
}).Then(res => {
EditorUtility.DisplayDialog("Users", JsonHelper.ArrayToJsonString(res, true), "Ok");
the name of my GameObject is Output
Here is a very basic example on how to use EditorUtility.DisplayDialog from Unity documentation
// Places the selected Objects on the surface of a terrain.
using UnityEngine;
using UnityEditor;
public class PlaceSelectionOnSurface : ScriptableObject
{
[MenuItem("Example/Place Selection On Surface")]
static void CreateWizard()
{
Transform[] transforms = Selection.GetTransforms(SelectionMode.Deep |
SelectionMode.ExcludePrefab | SelectionMode.Editable);
if (transforms.Length > 0 &&
EditorUtility.DisplayDialog("Place Selection On Surface?",
"Are you sure you want to place " + transforms.Length
+ " on the surface?", "Place", "Do Not Place"))
{
foreach (Transform transform in transforms)
{
RaycastHit hit;
if (Physics.Raycast(transform.position, -Vector3.up, out hit))
{
transform.position = hit.point;
Vector3 randomized = Random.onUnitSphere;
randomized = new Vector3(randomized.x, 0F, randomized.z);
transform.rotation = Quaternion.LookRotation(randomized, hit.normal);
}
}
}
}
}
So I think you can make something like that and access the object using Selection.gameobjects which get you a list of the selected game objects then you can can do any thing with them.
GameObject[] objects = Selection.gameObjects;
if (EditorUtility.DisplayDialog("Title", "Msg", "Ok"))
{
Debug.Log(objects[0]);
// ... //
}