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CloseatIndex | The index to insert the item at. |
actionName | The name of the item. This name is displayed in the dropdown menu. |
action | Callback to execute when the user selects this item in the menu. |
actionStatusCallback | The callback to execute to determine the status of the item. |
userData | The object to store in the <b>userData</b> property of the <see cref="DropdownMenuAction" /> item. This object is accessible through the action callback. |
Adds an item that executes an action in the dropdown menu.
The item is added to the end of the specified index in the list.
using UnityEditor; using UnityEngine; using UnityEngine.UIElements;
public class ContextMenuWindow : EditorWindow { [MenuItem("My/Context Menu Window")] static void ShowMe() => GetWindow<ContextMenuWindow>();
void CreateGUI() { var contextMenuContainer = new VisualElement(); contextMenuContainer.style.flexGrow = 1; contextMenuContainer.AddManipulator(new ContextualMenuManipulator(e => { e.menu.AppendAction("My Action 1", a => Debug.Log("My Action 1 Works"), DropdownMenuAction.Status.Normal); // 0 e.menu.AppendAction("My Action 3", a => Debug.Log("My Action 3 Works"), DropdownMenuAction.Status.Normal); // 1 e.menu.AppendAction("Submenu/My Action 4", a => Debug.Log("My Action 4 Works"), DropdownMenuAction.Status.Normal); // 2 e.menu.AppendAction("Submenu/My Action 6", a => Debug.Log("My Action 6 Works"), DropdownMenuAction.Status.Normal); // 3
// Indices from 1 to 3 are shifted up index by 1. In result 'My Action 2' now has an index of 2. e.menu.InsertAction(1, "My Action 2", a => Debug.Log("My Action 2 Works"), DropdownMenuAction.AlwaysEnabled);
// If we want to insert an between submenu items, we have to use shifted indices e.menu.InsertAction(4, "Submenu/My Action 5", a => Debug.Log("My Action 5 Works"), DropdownMenuAction.AlwaysDisabled); }));
rootVisualElement.Add(contextMenuContainer); } }
atIndex | The index to insert the item at. |
actionName | The name of the item. This name is displayed in the dropdown menu. |
action | The callback to execute when the user selects this item in the menu. |
actionStatusCallback | The callback to execute to determine the status of the item. |
userData | The object to store in the <b>userData</b> property of the <see cref="DropdownMenuAction" /> item. This object is accessible through the action callback. |
icon | The icon to display next to item name. |
Adds an item that executes an action in the dropdown menu.
The item is added to the end of the specified index in the list.
using UnityEditor; using UnityEditor.UIElements; using UnityEngine; using UnityEngine.UIElements;
public class ContextMenuWindow : EditorWindow { [MenuItem("My/Context Menu Window")] static void ShowMe() => GetWindow<ContextMenuWindow>();
Texture2D icon;
void CreateGUI() { var contextMenuContainer = new VisualElement(); contextMenuContainer.style.flexGrow = 1; contextMenuContainer.AddManipulator(new ContextualMenuManipulator(e => { e.menu.AppendAction("My Action 1", a => Debug.Log("My Action 1 Works"), DropdownMenuAction.Status.Normal); // 0 e.menu.AppendAction("My Action 3", a => Debug.Log("My Action 3 Works"), DropdownMenuAction.Status.Normal); // 1 e.menu.AppendAction("Submenu/My Action 4", a => Debug.Log("My Action 4 Works"), DropdownMenuAction.Status.Normal); // 2 e.menu.AppendAction("Submenu/My Action 6", a => Debug.Log("My Action 6 Works"), DropdownMenuAction.Status.Normal); // 3
// Indices from 1 to 3 are shifted up index by 1. In result 'My Action 2' now has an index of 2. e.menu.InsertAction(1, "My Action 2", a => Debug.Log("My Action 2 Works"), DropdownMenuAction.AlwaysEnabled, null, icon);
// If we want to insert an between submenu items, we have to use shifted indices e.menu.InsertAction(4, "Submenu/My Action 5", a => Debug.Log("My Action 5 Works"), DropdownMenuAction.AlwaysDisabled, null, icon); }));
var iconField = new ObjectField() { label = "Icon", objectType = typeof(Texture2D) };
iconField.RegisterValueChangedCallback(e => { icon = (Texture2D)e.newValue; });
contextMenuContainer.Add(iconField);
rootVisualElement.Add(contextMenuContainer); } }
atIndex | The index to insert the item at. |
actionName | The name of the item. This name is displayed in the dropdown menu. |
action | The callback to execute when the user selects this item in the menu. |
status | The status of the item. |
Adds an item that executes an action in the dropdown menu.
The item is added to the end of the specified index in the list.
using UnityEditor; using UnityEngine; using UnityEngine.UIElements;
public class ContextMenuWindow : EditorWindow { [MenuItem("My/Context Menu Window")] static void ShowMe() => GetWindow<ContextMenuWindow>();
void CreateGUI() { var contextMenuContainer = new VisualElement(); contextMenuContainer.style.flexGrow = 1; contextMenuContainer.AddManipulator(new ContextualMenuManipulator(e => { e.menu.AppendAction("My Action 1", a => Debug.Log("My Action 1 Works"), DropdownMenuAction.Status.Normal); // 0 e.menu.AppendAction("My Action 3", a => Debug.Log("My Action 3 Works"), DropdownMenuAction.Status.Normal); // 1 e.menu.AppendAction("Submenu/My Action 4", a => Debug.Log("My Action 4 Works"), DropdownMenuAction.Status.Normal); // 2 e.menu.AppendAction("Submenu/My Action 6", a => Debug.Log("My Action 6 Works"), DropdownMenuAction.Status.Normal); // 3
// Indices from 1 to 3 are shifted up index by 1. In result 'My Action 2' now has an index of 2. e.menu.InsertAction(1, "My Action 2", a => Debug.Log("My Action 2 Works"), DropdownMenuAction.Status.Normal);
// If we want to insert an between submenu items, we have to use shifted indices e.menu.InsertAction(4, "Submenu/My Action 5", a => Debug.Log("My Action 5 Works"), DropdownMenuAction.Status.Disabled); }));
rootVisualElement.Add(contextMenuContainer); } }
atIndex | The index to insert the item at. |
actionName | The name of the item. This name is displayed in the dropdown menu. |
action | The callback to execute when the user selects this item in the menu. |
status | The status of the item. |
icon | The icon to display next to item name. |
Adds an item that executes an action in the dropdown menu.
The item is added to the end of the specified index in the list.
using UnityEditor; using UnityEditor.UIElements; using UnityEngine; using UnityEngine.UIElements;
public class ContextMenuWindow : EditorWindow { [MenuItem("My/Context Menu Window")] static void ShowMe() => GetWindow<ContextMenuWindow>();
Texture2D icon;
void CreateGUI() { var contextMenuContainer = new VisualElement(); contextMenuContainer.style.flexGrow = 1; contextMenuContainer.AddManipulator(new ContextualMenuManipulator(e => { e.menu.AppendAction("My Action 1", a => Debug.Log("My Action 1 Works"), DropdownMenuAction.Status.Normal); // 0 e.menu.AppendAction("My Action 3", a => Debug.Log("My Action 3 Works"), DropdownMenuAction.Status.Normal); // 1 e.menu.AppendAction("Submenu/My Action 4", a => Debug.Log("My Action 4 Works"), DropdownMenuAction.Status.Normal); // 2 e.menu.AppendAction("Submenu/My Action 6", a => Debug.Log("My Action 6 Works"), DropdownMenuAction.Status.Normal); // 3
// Indices from 1 to 3 are shifted up index by 1. In result 'My Action 2' now has an index of 2. e.menu.InsertAction(1, "My Action 2", a => Debug.Log("My Action 2 Works"), DropdownMenuAction.Status.Normal, icon);
// If we want to insert an between submenu items, we have to use shifted indices e.menu.InsertAction(4, "Submenu/My Action 5", a => Debug.Log("My Action 5 Works"), DropdownMenuAction.Status.Disabled, icon); }));
var iconField = new ObjectField() { label = "Icon", objectType = typeof(Texture2D) };
iconField.RegisterValueChangedCallback(e => { icon = (Texture2D)e.newValue; });
contextMenuContainer.Add(iconField);
rootVisualElement.Add(contextMenuContainer); } }