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EditorGUILayout.ObjectField

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public static method ObjectField(obj: Object, objType: Type, allowSceneObjects: bool, params options: GUILayoutOption[]): Object;
public static Object ObjectField(Object obj, Type objType, bool allowSceneObjects, params GUILayoutOption[] options);
public static method ObjectField(label: string, obj: Object, objType: Type, allowSceneObjects: bool, params options: GUILayoutOption[]): Object;
public static Object ObjectField(string label, Object obj, Type objType, bool allowSceneObjects, params GUILayoutOption[] options);
public static method ObjectField(label: GUIContent, obj: Object, objType: Type, allowSceneObjects: bool, params options: GUILayoutOption[]): Object;
public static Object ObjectField(GUIContent label, Object obj, Type objType, bool allowSceneObjects, params GUILayoutOption[] options);

Parameters

label Optional label in front of the field.
obj The object the field shows.
objType The type of the objects that can be assigned.
allowSceneObjects Allow assigning scene objects. See Description for more info.
options An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style. See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.

Returns

Object The object that has been set by the user.

Description

Make a field to receive any object type.

You can assign objects either by drag and drop or by selecting an object using the Object Picker.

Ensure that the allowSceneObjects parameter is false if the object reference is stored as part of an asset, since assets can't store references to objects in a scene.

If the ObjectField is part of a custom Editor for a script component, use EditorUtility.IsPersistent() to check if the component is on an asset or a scene object.

See the example in the Editor class for further information.


Search for a help page by selecting the GameObject in the Object Field.

#pragma strict
// EditorScript that quickly searches for a help page
// about the selected Object.
//
// If no such page is found in the Manual it opens the Unity forum.
public var source: Object;
@MenuItem("Example/ObjectField Example _h")
static function Init() {
	var window: var = GetWindowWithRect.<ExampleClass>(new Rect(0, 0, 165, 100));
	window.Show();
}
function OnGUI() {
	EditorGUILayout.BeginHorizontal();
	source = EditorGUILayout.ObjectField(source, Object, true);
	EditorGUILayout.EndHorizontal();
	if (GUILayout.Button("Search!")) {
		if (source == null)
			ShowNotification(new GUIContent("No object selected for searching"));
		elseif (Help.HasHelpForObject(source))
			Help.ShowHelpForObject(source);
		else
			Help.BrowseURL("http://forum.unity3d.com/search.php");
	}
}
// EditorScript that quickly searches for a help page
// about the selected Object.
//
// If no such page is found in the Manual it opens the Unity forum.

using UnityEditor; using UnityEngine; using System.Collections;

public class ExampleClass : EditorWindow { public Object source;

[MenuItem("Example/ObjectField Example _h")] static void Init() { var window = GetWindowWithRect<ExampleClass>(new Rect(0, 0, 165, 100)); window.Show(); }

void OnGUI() { EditorGUILayout.BeginHorizontal(); source = EditorGUILayout.ObjectField(source, typeof(Object), true); EditorGUILayout.EndHorizontal();

if (GUILayout.Button("Search!")) { if (source == null) ShowNotification(new GUIContent("No object selected for searching")); else if (Help.HasHelpForObject(source)) Help.ShowHelpForObject(source); else Help.BrowseURL("http://forum.unity3d.com/search.php"); } } }

public static method ObjectField(property: SerializedProperty, params options: GUILayoutOption[]): void;
public static void ObjectField(SerializedProperty property, params GUILayoutOption[] options);
public static method ObjectField(property: SerializedProperty, label: GUIContent, params options: GUILayoutOption[]): void;
public static void ObjectField(SerializedProperty property, GUIContent label, params GUILayoutOption[] options);
public static method ObjectField(property: SerializedProperty, objType: Type, params options: GUILayoutOption[]): void;
public static void ObjectField(SerializedProperty property, Type objType, params GUILayoutOption[] options);
public static method ObjectField(property: SerializedProperty, objType: Type, label: GUIContent, params options: GUILayoutOption[]): void;
public static void ObjectField(SerializedProperty property, Type objType, GUIContent label, params GUILayoutOption[] options);

Parameters

property The object reference property the field shows.
objType The type of the objects that can be assigned.
label Optional label in front of the field. Pass GUIContent.none to hide the label.
options An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.

Description

Make a field to receive any object type.

Obsoleted

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