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EditorGUI.LayerField

Declaration

public static int LayerField(Rect position, int layer, GUIStyle style = EditorStyles.popup);

Declaration

public static int LayerField(Rect position, string label, int layer, GUIStyle style = EditorStyles.popup);

Declaration

public static int LayerField(Rect position, GUIContent label, int layer, GUIStyle style = EditorStyles.popup);

Parameters

position Rectangle on the screen to use for the field.
label Optional label in front of the field.
layer The layer shown in the field.
style Optional GUIStyle.

Returns

int The layer selected by the user.

Description

Makes a layer selection field.


Layer field in an Editor Window.

using UnityEngine;
using UnityEditor;

// Change the Tag and/or the layer of the selected GameObjects.

class EditorGUITagLayerField : EditorWindow { string selectedTag = ""; int selectedLayer = 0;

[MenuItem("Examples/Tag - Layer for Selection")] static void Init() { var window = GetWindow<EditorGUITagLayerField>(); window.position = new Rect(0, 0, 350, 70); window.Show(); }

void OnGUI() { selectedTag = EditorGUI.TagField( new Rect(3, 3, position.width / 2 - 6, 20), "New Tag:", selectedTag);

selectedLayer = EditorGUI.LayerField( new Rect(position.width / 2 + 3, 3, position.width / 2 - 6, 20), "New Layer:", selectedLayer);

if (Selection.activeGameObject) { if (GUI.Button(new Rect(3, 25, 90, 17), "Change Tags")) { foreach (GameObject go in Selection.gameObjects) { go.tag = selectedTag; } }

if (GUI.Button(new Rect(position.width - 96, 25, 90, 17), "Change Layers")) { foreach (GameObject go in Selection.gameObjects) { go.layer = selectedLayer; } } } }

void OnInspectorUpdate() { Repaint(); } }