#if UNITY_EDITOR using System.Reflection; using UnityEditor; #endif using UnityEngine; public static class FSceneIcons { public static void SetGizmoIconEnabled(MonoBehaviour beh, bool on) { if (beh == null) return; SetGizmoIconEnabled(beh.GetType(), on); } public static void SetGizmoIconEnabled(System.Type type, bool on) { #if UNITY_EDITOR if (Application.isPlaying) return; //#if UNITY_2022_1_OR_NEWER // On newer unity versions it stopped working // giving warning: "Warning: Annotation not found!" // and can't find any info in docs, how to make it work again //#else // giving warning: "Warning: Annotation not found!" // sometimes it works, sometimes not ¯\_(ツ)_/¯ lets see how bad it goes now try { var etype = typeof(Editor); var annotation = etype.Assembly.GetType("UnityEditor.Annotation"); var scriptClass = annotation.GetField("scriptClass"); var classID = annotation.GetField("classID"); var annotation_util = etype.Assembly.GetType("UnityEditor.AnnotationUtility"); var getAnnotations = annotation_util.GetMethod("GetAnnotations", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Static); var setIconEnabled = annotation_util.GetMethod("SetIconEnabled", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Static); var annotations = getAnnotations.Invoke(null, null) as System.Array; foreach (var a in annotations) { int cid = (int)classID.GetValue(a); string cls = (string)scriptClass.GetValue(a); setIconEnabled.Invoke(null, new object[] { cid, cls, on ? 1 : 0 }); } } catch (System.Exception) { } #endif } }