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EditorGUI.ObjectField

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Obsolete Check the docs for the usage of the new parameter 'allowSceneObjects'.

Declaration

public static Object ObjectField(Rect position, Object obj, Type objType);
Obsolete Check the docs for the usage of the new parameter 'allowSceneObjects'.

Declaration

public static Object ObjectField(Rect position, string label, Object obj, Type objType);
Obsolete Check the docs for the usage of the new parameter 'allowSceneObjects'.

Declaration

public static Object ObjectField(Rect position, GUIContent label, Object obj, Type objType);

Declaration

public static Object ObjectField(Rect position, Object obj, Type objType, bool allowSceneObjects);

Declaration

public static Object ObjectField(Rect position, string label, Object obj, Type objType, bool allowSceneObjects);

Declaration

public static Object ObjectField(Rect position, GUIContent label, Object obj, Type objType, bool allowSceneObjects);

Parameters

position Rectangle on the screen to use for the field.
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.

Returns

Object The object that has been set by the user.

Description

Makes an object field. You can assign objects either by drag and drop objects 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 example in Editor class.


Object field in an Editor Window.

using UnityEditor;
using UnityEngine;
using System.Collections;

//Select the dependencies of the found GameObject public class EditorGUIObjectField : EditorWindow { public GameObject obj = null; [MenuItem("Examples/Select Dependencies")] static void Init() { UnityEditor.EditorWindow window = GetWindow(typeof(EditorGUIObjectField)); window.position = new Rect(0, 0, 250, 80); window.Show(); }

void OnInspectorUpdate() { Repaint(); }

void OnGUI() { obj = (GameObject)EditorGUI.ObjectField(new Rect(3, 3, position.width - 6, 20), "Find Dependency", obj, typeof(GameObject)); if (obj) if (GUI.Button(new Rect(3, 25, position.width - 6, 20), "Check Dependencies")) Selection.objects = EditorUtility.CollectDependencies(new GameObject[] {obj});

else EditorGUI.LabelField(new Rect(3, 25, position.width - 6, 20), "Missing:", "Select an object first"); } }

Declaration

public static void ObjectField(Rect position, SerializedProperty property);

Declaration

public static void ObjectField(Rect position, SerializedProperty property, GUIContent label);

Declaration

public static void ObjectField(Rect position, SerializedProperty property, Type objType);

Declaration

public static void ObjectField(Rect position, SerializedProperty property, Type objType, GUIContent label);

Parameters

position Rectangle on the screen to use for the field.
property The object reference property the field shows.
objType The type of the objects that can be assigned.
label Optional label to display in front of the field. Pass GUIContent.none to hide the label.

Description

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