private static void OnSceneGUI(SceneView sceneView)
        {
            GuiCallback.Process();

            used = false;

            Tabs.OnSceneGUI(sceneView);

            SceneToolbars.OnSceneGUI(sceneView);

            Probe.OnSceneGUI(sceneView);

            Creator.OnSceneGUI(sceneView);

            SceneMaximizerIntegration.OnSceneGUI(sceneView);

            SceneDeselectIntegration.OnSceneGUI(sceneView);

            SceneHierarchyIntegration.OnSceneGUI(sceneView);
        }
        private static void OnSceneGUI(SceneView sceneView)
        {
            GuiCallback.Process();

            used = false;

            // Optim: we don't care about MouseMove because we get constant Repaint anyway
            if (Event.current.type == EventType.MouseMove)
            {
                return;
            }

            // Optim: we don't use Layout, skip for another massive boost
            if (Event.current.type == EventType.Layout)
            {
                // TODO: We can't do this optims because the fact that we call GetControlID in
                // ToolControl.DropdownToggle offsets the IDs across events and thus
                // breaks the handles. We'd need to do like in Bolt, AKA fetch all the CIDs
                // on all events, but don't render anything after that.

                // return;
            }

            Tabs.OnSceneGUI(sceneView);

            SceneToolbars.OnSceneGUI(sceneView);

            Probe.OnSceneGUI(sceneView);

            Creator.OnSceneGUI(sceneView);

            SceneMaximizerIntegration.OnSceneGUI(sceneView);

            SceneDeselectIntegration.OnSceneGUI(sceneView);

            SceneHierarchyIntegration.OnSceneGUI(sceneView);
        }