Version: 2017.1 (switch to 2017.2b)
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BuildPlayerWindow

class in UnityEditor

/

Inherits from:EditorWindow

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Description

The default build settings window.

Static Functions

RegisterBuildPlayerHandlerRegister a delegate to intercept or override the build process executed with the "Build" and "Build and Run" buttons. Registering a null value will restore default behavior, which is the equivalent of calling BuildPlayerWindow.DefaultBuildMethods.BuildPlayer.
RegisterGetBuildPlayerOptionsHandlerRegister a delegate method to calculate BuildPlayerOptions that are passed to the build player handler. Registering a null value will restore default behavior, which is the equivalent of calling BuildPlayerWindow.DefaultBuildMethods.GetBuildPlayerOptions.
ShowBuildPlayerWindowOpen the build settings window.

Inherited members

Static Variables

focusedWindowThe EditorWindow which currently has keyboard focus. (Read Only)
mouseOverWindowThe EditorWindow currently under the mouse cursor. (Read Only)

Variables

autoRepaintOnSceneChangeDoes the window automatically repaint whenever the scene has changed?
maximizedIs this window maximized.
maxSizeThe maximum size of this window.
minSizeThe minimum size of this window.
positionThe position of the window in screen space.
titleContentThe GUIContent used for drawing the title of EditorWindows.
wantsMouseEnterLeaveWindowChecks whether MouseEnterWindow and MouseLeaveWindow events are received in the GUI in this Editor window.
wantsMouseMoveChecks whether MouseMove events are received in the GUI in this Editor window.
hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameThe name of the object.

Public Functions

BeginWindowsMark the beginning area of all popup windows.
CloseClose the editor window.
EndWindowsClose a window group started with EditorWindow.BeginWindows.
FocusMoves keyboard focus to this EditorWindow.
RemoveNotificationStop showing notification message.
RepaintMake the window repaint.
SendEventSends an Event to a window.
ShowShow the EditorWindow.
ShowAsDropDownShows a window with dropdown behaviour and styling.
ShowAuxWindowShow the editor window in the auxiliary window.
ShowNotificationShow a notification message.
ShowPopupShows an Editor window using popup-style framing.
ShowUtilityShow the EditorWindow as a floating utility window.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the game object.

Static Functions

FocusWindowIfItsOpenFocuses the first found EditorWindow of specified type if it is open.
GetWindowReturns the first EditorWindow of type t which is currently on the screen.
GetWindowWithRectReturns the first EditorWindow of type t which is currently on the screen.
DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.
CreateInstanceCreates an instance of a scriptable object.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.

Messages

AwakeCalled as the new window is opened.
OnDestroyOnDestroy is called when the EditorWindow is closed.
OnFocusCalled when the window gets keyboard focus.
OnGUIImplement your own editor GUI here.
OnHierarchyChangeCalled whenever the scene hierarchy has changed.
OnInspectorUpdateOnInspectorUpdate is called at 10 frames per second to give the inspector a chance to update.
OnLostFocusCalled when the window loses keyboard focus.
OnProjectChangeCalled whenever the project has changed.
OnSelectionChangeCalled whenever the selection has changed.
UpdateCalled multiple times per second on all visible windows.
AwakeThis function is called when the ScriptableObject script is started.
OnDestroyThis function is called when the scriptable object will be destroyed.
OnDisableThis function is called when the scriptable object goes out of scope.
OnEnableThis function is called when the object is loaded.