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ToggleGroupScope

class in UnityEditor

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Description

Begin a vertical group with a toggle to enable or disable all the controls within at once.

See Also: BeginToggleGroup.


Align position/rotation/scale of the selected GameObjects.

#pragma strict
// C# Example
// Simple script that lets you align GameObjects
// position/rotation/scale wise with the selected active transform
public class Aligner extends EditorWindow {
	var pos: boolean[] = [true, true, true];
	var rot: boolean[] = [true, true, true];
	var scale: boolean[] = [true, true, true];
	var posGroupEnabled: boolean = true;
	var rotGroupEnabled: boolean = true;
	var scaleGroupEnabled: boolean = false;
	function OnGUI() {
		var posGroup: var = new EditorGUILayout.ToggleGroupScope("Align position", posGroupEnabled);
		 {
			posGroupEnabled = posGroup.enabled;
			pos[0] = EditorGUILayout.Toggle("x", pos[0]);
			pos[1] = EditorGUILayout.Toggle("y", pos[1]);
			pos[2] = EditorGUILayout.Toggle("z", pos[2]);
		}
		var rotGroup: var = new EditorGUILayout.ToggleGroupScope("Align rotation", rotGroupEnabled);
		 {
			rotGroupEnabled = rotGroup.enabled;
			rot[0] = EditorGUILayout.Toggle("x", rot[0]);
			rot[1] = EditorGUILayout.Toggle("y", rot[1]);
			rot[2] = EditorGUILayout.Toggle("z", rot[2]);
		}
		var scaleGroup: var = new EditorGUILayout.ToggleGroupScope("Align scale", scaleGroupEnabled);
		 {
			scaleGroupEnabled = scaleGroup.enabled;
			scale[0] = EditorGUILayout.Toggle("x", scale[0]);
			scale[1] = EditorGUILayout.Toggle("y", scale[1]);
			scale[2] = EditorGUILayout.Toggle("z", scale[2]);
		}
		GUILayout.Space(30);
		if (GUILayout.Button("Align!"))
			Align();
	}
	function Align() {
		var transforms: Transform[] = Selection.transforms;
		var activeTransform: Transform = Selection.activeTransform;
		if (transforms.Length < 2) {
			Debug.LogWarning("Aligner: select at least two objects.");
			return ;
		}
		for (var i: int = 0; i < transforms.Length; i++) {
			if (posGroupEnabled) {
				var newPos: Vector3;
				newPos.x = pos[0] ? activeTransform.position.x : transforms[i].position.x;
				newPos.y = pos[1] ? activeTransform.position.y : transforms[i].position.y;
				newPos.z = pos[2] ? activeTransform.position.z : transforms[i].position.z;
				transforms[i].position = newPos;
			}
			if (rotGroupEnabled) {
				var newRot: Vector3;
				newRot.x = rot[0] ? activeTransform.rotation.eulerAngles.x : transforms[i].rotation.eulerAngles.x;
				newRot.y = rot[1] ? activeTransform.rotation.eulerAngles.y : transforms[i].rotation.eulerAngles.y;
				newRot.z = rot[2] ? activeTransform.rotation.eulerAngles.z : transforms[i].rotation.eulerAngles.z;
				transforms[i].rotation = Quaternion.Euler(newRot);
			}
			if (scaleGroupEnabled) {
				var newScale: Vector3;
				newScale.x = scale[0] ? activeTransform.localScale.x : transforms[i].localScale.x;
				newScale.y = scale[1] ? activeTransform.localScale.y : transforms[i].localScale.y;
				newScale.z = scale[2] ? activeTransform.localScale.z : transforms[i].localScale.z;
				transforms[i].localScale = newScale;
			}
		}
	}
	@MenuItem("Examples/Position-Rotation-Scale Aligner")
	static function Init() {
		var window: Aligner = AlignerEditorWindow.GetWindow(Aligner);
		window.Show();
	}
}
// C# Example
// Simple script that lets you align GameObjects
// position/rotation/scale wise with the selected active transform

using UnityEngine; using UnityEditor;

public class Aligner : EditorWindow { bool[] pos = new bool[3] { true, true, true }; bool[] rot = new bool[3] { true, true, true }; bool[] scale = new bool[3] { true, true, true };

bool posGroupEnabled = true; bool rotGroupEnabled = true; bool scaleGroupEnabled = false;

void OnGUI() { using (var posGroup = new EditorGUILayout.ToggleGroupScope("Align position", posGroupEnabled)) { posGroupEnabled = posGroup.enabled; pos[0] = EditorGUILayout.Toggle("x", pos[0]); pos[1] = EditorGUILayout.Toggle("y", pos[1]); pos[2] = EditorGUILayout.Toggle("z", pos[2]); }

using (var rotGroup = new EditorGUILayout.ToggleGroupScope("Align rotation", rotGroupEnabled)) { rotGroupEnabled = rotGroup.enabled; rot[0] = EditorGUILayout.Toggle("x", rot[0]); rot[1] = EditorGUILayout.Toggle("y", rot[1]); rot[2] = EditorGUILayout.Toggle("z", rot[2]); }

using (var scaleGroup = new EditorGUILayout.ToggleGroupScope("Align scale", scaleGroupEnabled)) { scaleGroupEnabled = scaleGroup.enabled; scale[0] = EditorGUILayout.Toggle("x", scale[0]); scale[1] = EditorGUILayout.Toggle("y", scale[1]); scale[2] = EditorGUILayout.Toggle("z", scale[2]); }

GUILayout.Space(30); if (GUILayout.Button("Align!")) Align(); }

void Align() { Transform[] transforms = Selection.transforms; Transform activeTransform = Selection.activeTransform; if (transforms.Length < 2) { Debug.LogWarning("Aligner: select at least two objects."); return; } for (int i = 0; i < transforms.Length; i++) { if (posGroupEnabled) { Vector3 newPos; newPos.x = pos[0] ? activeTransform.position.x : transforms[i].position.x; newPos.y = pos[1] ? activeTransform.position.y : transforms[i].position.y; newPos.z = pos[2] ? activeTransform.position.z : transforms[i].position.z; transforms[i].position = newPos; } if (rotGroupEnabled) { Vector3 newRot; newRot.x = rot[0] ? activeTransform.rotation.eulerAngles.x : transforms[i].rotation.eulerAngles.x; newRot.y = rot[1] ? activeTransform.rotation.eulerAngles.y : transforms[i].rotation.eulerAngles.y; newRot.z = rot[2] ? activeTransform.rotation.eulerAngles.z : transforms[i].rotation.eulerAngles.z; transforms[i].rotation = Quaternion.Euler(newRot); } if (scaleGroupEnabled) { Vector3 newScale; newScale.x = scale[0] ? activeTransform.localScale.x : transforms[i].localScale.x; newScale.y = scale[1] ? activeTransform.localScale.y : transforms[i].localScale.y; newScale.z = scale[2] ? activeTransform.localScale.z : transforms[i].localScale.z; transforms[i].localScale = newScale; } } }

[MenuItem("Examples/Position-Rotation-Scale Aligner")] static void Init() { Aligner window = (Aligner)EditorWindow.GetWindow(typeof(Aligner)); window.Show(); } }

Properties

enabledThe enabled state selected by the user.

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