EditorWindow
class in
UnityEditor
/
Inherits from:ScriptableObject
/
Implemented in:UnityEditor
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Close Description
Derive from this class to create an editor window.
Create your own custom editor window that can float free or be docked as a tab, just like the native windows in the Unity interface.
Editor windows are typically opened using a menu item.
Static Properties
focusedWindow | The EditorWindow which currently has keyboard focus. (Read Only) |
mouseOverWindow | The EditorWindow currently under the mouse cursor. (Read Only) |
Properties
autoRepaintOnSceneChange | Does the window automatically repaint whenever the Scene has changed? |
maximized | Is this window maximized? |
maxSize | The maximum size of this window. |
minSize | The minimum size of this window. |
position | The desired position of the window in screen space. |
rootVisualElement | Retrieves the root visual element of this window hierarchy. |
titleContent | The GUIContent used for drawing the title of EditorWindows. |
wantsMouseEnterLeaveWindow | Checks whether MouseEnterWindow and MouseLeaveWindow events are received in the GUI in this Editor window. |
wantsMouseMove | Checks whether MouseMove events are received in the GUI in this Editor window. |
Messages
Awake | Called as the new window is opened. |
OnDestroy | OnDestroy is called to close the EditorWindow window. |
OnFocus | Called when the window gets keyboard focus. |
OnGUI | Implement your own editor GUI here. |
OnHierarchyChange | Handler for message that is sent when an object or group of objects in the hierarchy changes. |
OnInspectorUpdate | OnInspectorUpdate is called at 10 frames per second to give the inspector a chance to update. |
OnLostFocus | Called when the window loses keyboard focus. |
OnProjectChange | Handler for message that is sent whenever the state of the project changes. |
OnSelectionChange | Called whenever the selection has changed. |
Update | Called multiple times per second on all visible windows. |
Inherited Members
Properties
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
Static Methods
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
CreateInstance | Creates an instance of a scriptable object. |
Operators
bool | Does 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
Awake | This function is called when the ScriptableObject script is started. |
OnDisable | This function is called when the scriptable object goes out of scope. |
OnEnable | This function is called when the object is loaded. |