public static void DeactivateTool(bool selectNode = false) { if (!IsActive()) { return; } // Unity has unreliable events ChiselGeneratorManager.GeneratorMode.OnDeactivate(); ToolManager.RestorePreviousPersistentTool(); if (!IsActive()) { return; } if (selectNode && ChiselToolbarUtility.HaveNodesInSelection()) { ChiselEditGeneratorTool.ActivateTool(); if (!IsActive()) { return; } } ToolManager.RestorePreviousTool(); if (!IsActive()) { return; } Tools.current = Tool.Move; }