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.
CloseFor 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.
CloseOverlayToolbar The content of your overlay in vertical toolbar layout form.
Implement this to return your visual element representing the vertical toolbar layout of your overlay.
using System.Collections.Generic; using UnityEditor; using UnityEditor.Overlays; using UnityEditor.Toolbars; using UnityEngine; using UnityEngine.UIElements; [Overlay(typeof(SceneView), "My Toolbar Overlay")] class MyOverlay : Overlay, ICreateToolbar { static readonly string[] k_ToolbarItems = new[] { "MyToolbarItem", "SomeOtherToolbarItem" }; public override VisualElement CreatePanelContent() { return new Label("I'm the content shown in panel mode!"); } public IEnumerable<string> toolbarElements => k_ToolbarItems; } [EditorToolbarElement("SomeOtherToolbarItem", typeof(SceneView))] class SomeOtherToolbarItem : EditorToolbarToggle { public SomeOtherToolbarItem() { icon = EditorGUIUtility.FindTexture("CustomTool"); } } // Example toolbar element with multiple controls [EditorToolbarElement("MyToolbarItem", typeof(SceneView))] class MyToolbarItem : OverlayToolbar { public MyToolbarItem() { var icon = AssetDatabase.LoadAssetAtPath<Texture2D>("MyIcon"); Add(new EditorToolbarButton(icon, () => { Debug.Log("Hello!"); })); Add(new EditorToolbarButton(icon, () => { Debug.Log("Hello again!"); })); SetupChildrenAsButtonStrip(); } }