Version: 2023.2
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MenuItem

class in UnityEditor

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Description

The MenuItem attribute allows you to add menu items to the main menu and Inspector window context menus.

The MenuItem attribute turns any static function into a menu command. Only static functions can use the MenuItem attribute.

To create a hotkey, use the following special characters:

  • %: Represents Ctrl on Windows and Linux. Cmd on macOS.
  • ^: Represents Ctrl on Windows, Linux, and macOS.
  • #: Represents Shift.
  • &: Represents Alt.

If no special modifier key combinations are required, the key can be given after an underscore. For example, to create a menu with the hotkeys Shift+Alt+G, use "MyMenu/Do Something #&g". To create a menu with hotkey G with no required key modifiers to press, use "MyMenu/Do Something _g".

A space character must precede hotkey text. For example, "MyMenu/Do_g" isn't interpreted as a hotkey, but "MyMenu/Do _g" is.

Some special keyboard keys are supported as hotkeys. For example, "#LEFT" would map to Shift-Left. The keys supported like this are: LEFT, RIGHT, UP, DOWN, F1 .. F12, HOME, END, PGUP, PGDN, INS, DEL, TAB, and SPACE.

When adding menu items to the "GameObject/" menu to create custom GameObjects, be sure to call GameObjectUtility.SetParentAndAlign to ensure that the new GameObject is reparented correctly in the case of a context click (see example below). Your function should also call Undo.RegisterCreatedObjectUndo to make the creation undoable and set Selection.activeObject to the newly created object. Also note that in order for a menu item in "GameObject/" to be propagated to the hierarchy Create dropdown and hierarchy context menu, it must be grouped with the other GameObject creation menu items. This can be achieved by setting its priority to 10 (see example below). Note that for legacy purposes MenuItems in "GameObject/Create Other" with no explicit priority set will receive a priority of 10 instead of the default 1000 - we encourage using a more descriptive category name than "Create Other" and explicitly setting the priority to 10.

It is possible to add menu items to the Unity Editor's built-in menus. For example, like so: "GameObject/Do Something". Because the Assets menu is used for the context menu in the Project window, any menu items added to the Assets menu will be displayed in the Project window context menu as well.

using UnityEditor;
using UnityEngine;

public class MenuTest : MonoBehaviour { // Add a menu item named "Do Something" to MyMenu in the menu bar. [MenuItem("MyMenu/Do Something")] static void DoSomething() { Debug.Log("Doing Something..."); }

// Add a menu item named "Log Selected Transform Name" to MyMenu in the menu bar. // We want this to be validated menu item: an item that is only enabled if specific conditions are met. // To achieve this, we use a second function below to validate the menu item. // so it will only be enabled if we have a transform selected. [MenuItem("MyMenu/Log Selected Transform Name")] static void LogSelectedTransformName() { Debug.Log("Selected Transform is on " + Selection.activeTransform.gameObject.name + "."); }

// Validate the menu item defined by the function above. // The "Log Selected Transform Name" menu item is disabled if this function returns false. // We tell the Editor that this is a validation function by decorating it with a MenuItem attribute // and passing true as the second parameter. // This invokes the MenuItem(string itemName, bool isValidateFunction) attribute constructor // resulting in the function being treated as the validator for "Log Selected Transform Name" menu item. [MenuItem("MyMenu/Log Selected Transform Name", true)] static bool ValidateLogSelectedTransformName() { // Return false if no transform is selected. return Selection.activeTransform != null; }

// Add a menu item named "Do Something with a Shortcut Key" to MyMenu in the menu bar // and give it a shortcut (ctrl-g on Windows, cmd-g on macOS). [MenuItem("MyMenu/Do Something with a Shortcut Key %g")] static void DoSomethingWithAShortcutKey() { Debug.Log("Doing something with a Shortcut Key..."); }

// Add a menu item called "Double Mass" to a Rigidbody's context menu. [MenuItem("CONTEXT/Rigidbody/Double Mass")] static void DoubleMass(MenuCommand command) { Rigidbody body = (Rigidbody)command.context; body.mass = body.mass * 2; Debug.Log("Doubled Rigidbody's Mass to " + body.mass + " from Context Menu."); }

// Add a menu item to create custom GameObjects. // Priority 10 ensures it is grouped with the other menu items of the same kind // and propagated to the hierarchy dropdown and hierarchy context menus. [MenuItem("GameObject/MyCategory/Custom Game Object", false, 10)] static void CreateCustomGameObject(MenuCommand menuCommand) { // Create a custom game object GameObject go = new GameObject("Custom Game Object"); // Ensure it gets reparented if this was a context click (otherwise does nothing) GameObjectUtility.SetParentAndAlign(go, menuCommand.context as GameObject); // Register the creation in the undo system Undo.RegisterCreatedObjectUndo(go, "Create " + go.name); Selection.activeObject = go; }

// Add a menu item called "Test" to the Scene view context menu when the // EditorToolContext "TestToolContext" is engaged. [MenuItem("CONTEXT/TestToolContext/Test")] static void TestToolContextItem() { Debug.Log("Testing Test Tool Context Menu Item"); }

// Add a menu item called "Test" to the Scene view context menu when the // EditorTool "TestTool" is engaged. [MenuItem("CONTEXT/TestTool/Test")] static void TestToolItem() { Debug.Log("Testing Test Tool Menu Item"); } }

Constructors

MenuItemCreates a menu item and invokes the static function that follows it when the menu item is selected.