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@Zurigan
Forked from sinbad/MeshRendererSortingEditor.cs
Last active December 7, 2021 21:22
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Expose sorting layer in MeshRenderer inspector, for rendering on top of sprites
using System;
using UnityEngine;
using UnityEditor;
using System.Linq;
using System.Reflection;
/// This just exposes the Sorting Layer / Order in MeshRenderer since it's there
/// but not displayed in the inspector. Getting MeshRenderer to render in front
/// of a SpriteRenderer is pretty hard without this.
/// Adapted from https://gist.github.com/sinbad/bd0c49bc462289fa1a018ffd70d806e3
/// With changes from https://forum.unity.com/threads/extending-mesh-renderer-component-with-a-custom-editor.949176/
/// to preserve the Unity MeshRenderer GUI.
[CustomEditor(typeof(MeshRenderer))]
public class MeshRendererSortingEditor : Editor
{
private Editor defaultEditor;
private MeshRenderer meshRenderer;
private bool showSorting;
private string header = "2D Sorting";
private void OnEnable()
{
defaultEditor = CreateEditor(targets, Type.GetType("UnityEditor.MeshRendererEditor, UnityEditor"));
meshRenderer = target as MeshRenderer;
}
private void OnDisable(){
//When OnDisable is called, the default editor we created should be destroyed to avoid memory leakage.
//Also, make sure to call any required methods like OnDisable
var disableMethod = defaultEditor.GetType().GetMethod("OnDisable", BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
if (disableMethod != null)
disableMethod.Invoke(defaultEditor,null);
DestroyImmediate(defaultEditor);
}
public override void OnInspectorGUI()
{
defaultEditor.OnInspectorGUI();
showSorting = EditorGUILayout.BeginFoldoutHeaderGroup(showSorting, header);
if (showSorting)
{
EditorGUILayout.BeginHorizontal();
EditorGUI.BeginChangeCheck();
var newId = DrawSortingLayersPopup(meshRenderer.sortingLayerID);
if(EditorGUI.EndChangeCheck())
{
meshRenderer.sortingLayerID = newId;
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUI.BeginChangeCheck();
var order = EditorGUILayout.IntField("Sorting Order", meshRenderer.sortingOrder);
if(EditorGUI.EndChangeCheck())
{
meshRenderer.sortingOrder = order;
}
EditorGUILayout.EndHorizontal();
}
}
static int DrawSortingLayersPopup(int layerID)
{
var layers = SortingLayer.layers;
var names = layers.Select(l => l.name).ToArray();
if (!SortingLayer.IsValid(layerID))
{
layerID = layers[0].id;
}
var layerValue = SortingLayer.GetLayerValueFromID(layerID);
var newLayerValue = EditorGUILayout.Popup("Sorting Layer", layerValue, names);
return layers[newLayerValue].id;
}
}
// This is free and unencumbered software released into the public domain.
//
// Anyone is free to copy, modify, publish, use, compile, sell, or
// distribute this software, either in source code form or as a compiled
// binary, for any purpose, commercial or non-commercial, and by any
// means.
//
// In jurisdictions that recognize copyright laws, the author or authors
// of this software dedicate any and all copyright interest in the
// software to the public domain. We make this dedication for the benefit
// of the public at large and to the detriment of our heirs and
// successors. We intend this dedication to be an overt act of
// relinquishment in perpetuity of all present and future rights to this
// software under copyright law.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
// OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
// OTHER DEALINGS IN THE SOFTWARE.
//
// For more information, please refer to <http://unlicense.org/>
@pavel-fadrhonc
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@Lan990
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Lan990 commented Dec 7, 2021

Thank you for this.

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