This version of Unity is unsupported.

DropdownMenu.InsertAction(int,string,Action<DropdownMenuAction>,Func<DropdownMenuAction, DropdownMenuAction.Status>,object)

Parameters

atIndex 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.

Description

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); } }

Parameters

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.

Description

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); } }

Parameters

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.

Description

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); } }

Parameters

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.

Description

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); } }