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); }