Version: 2019.3
LanguageEnglish
  • C#

EditorGUI.MinMaxSlider

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Obsolete public static void MinMaxSlider(GUIContent label, Rect position, ref float minValue, ref float maxValue, float minLimit, float maxLimit);
public static void MinMaxSlider(Rect position, ref float minValue, ref float maxValue, float minLimit, float maxLimit);
public static void MinMaxSlider(Rect position, string label, ref float minValue, ref float maxValue, float minLimit, float maxLimit);
public static void MinMaxSlider(Rect position, GUIContent label, ref float minValue, ref float maxValue, float minLimit, float maxLimit);

Parameters

positionRectangle on the screen to use for the slider.
labelOptional label in front of the slider.
minValueThe lower value of the range the slider shows, passed by reference.
maxValueThe upper value at the range the slider shows, passed by reference.
minLimitThe limit at the left end of the slider.
maxLimitThe limit at the right end of the slider.

Description

Makes a special slider the user can use to specify a range between a min and a max.


MinMax Slider in an Editor Window.

using UnityEngine;
using UnityEditor;

// Place the selected object randomly between the interval of the Min Max Slider // in the X,Y,Z coords

class EditorGUIMinMaxSlider : EditorWindow { float minVal = -10; float minLimit = -20; float maxVal = 10; float maxLimit = 20;

[MenuItem("Examples/Editor GUI Move Object Randomly")] static void Init() { var window = GetWindow<EditorGUIMinMaxSlider>(); window.Show(); }

void OnGUI() { EditorGUI.MinMaxSlider( new Rect(0, 0, position.width, 20), new GUIContent("Random range:"), ref minVal, ref maxVal, minLimit, maxLimit); if (GUI.Button(new Rect(0, 25, position.width, position.height - 25), "Randomize!")) { PlaceRandomly(); } }

void PlaceRandomly() { if (Selection.activeTransform) { Selection.activeTransform.position = new Vector3( Random.Range(minVal, maxVal), Random.Range(minVal, maxVal), Random.Range(minVal, maxVal) ); } else { Debug.LogError("Select a GameObject to randomize its position."); } } }