Version: 2020.2
LanguageEnglish
  • C#

EditorGUI.Foldout

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static bool Foldout(Rect position, bool foldout, string content, GUIStyle style = EditorStyles.foldout);
public static bool Foldout(Rect position, bool foldout, string content, bool toggleOnLabelClick, GUIStyle style = EditorStyles.foldout);
public static bool Foldout(Rect position, bool foldout, GUIContent content, GUIStyle style = EditorStyles.foldout);
public static bool Foldout(Rect position, bool foldout, GUIContent content, bool toggleOnLabelClick, GUIStyle style = EditorStyles.foldout);

Parameters

position Rectangle on the screen to use for the arrow and label.
foldout The shown foldout state.
content The label to show.
style Optional GUIStyle.
toggleOnLabelClick Should the label be a clickable part of the control?

Returns

bool The foldout state selected by the user. If true, you should render sub-objects.

Description

Makes a label with a foldout arrow to the left of it.

This is useful for creating tree or folder like structures where child objects are only shown if the parent is folded out.


Foldout in an Editor Window.

using UnityEditor;
using UnityEngine;
using System.Collections;

// Create a foldable menu that hides/shows the selected transform position. // if no Transform is selected, the Foldout item will be folded until a transform is selected. public class EditorGUIFoldout : EditorWindow { public bool showPosition = true; public string status = "Select a GameObject"; [MenuItem("Examples/Foldout Usage")] static void Init() { UnityEditor.EditorWindow window = GetWindow(typeof(EditorGUIFoldout)); window.position = new Rect(0, 0, 150, 60); window.Show(); }

void OnGUI() { showPosition = EditorGUI.Foldout(new Rect(3, 3, position.width - 6, 15), showPosition, status); if (showPosition) if (Selection.activeTransform) { Selection.activeTransform.position = EditorGUI.Vector3Field(new Rect(3, 25, position.width - 6, 40), "Position", Selection.activeTransform.position); status = Selection.activeTransform.name; }

if (!Selection.activeTransform) { status = "Select a GameObject"; showPosition = false; } }

void OnInspectorUpdate() { Repaint(); } }