Version: Unity 6 Preview (6000.0)
LanguageEnglish
  • C#

EditorGUI.Popup

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Declaration

public static int Popup(Rect position, int selectedIndex, string[] displayedOptions, GUIStyle style = EditorStyles.popup);

Declaration

public static int Popup(Rect position, int selectedIndex, GUIContent[] displayedOptions, GUIStyle style = EditorStyles.popup);

Declaration

public static int Popup(Rect position, string label, int selectedIndex, string[] displayedOptions, GUIStyle style = EditorStyles.popup);

Declaration

public static int Popup(Rect position, GUIContent label, int selectedIndex, GUIContent[] displayedOptions, GUIStyle style = EditorStyles.popup);

Parameters

position Rectangle on the screen to use for the field.
label Optional label in front of the field.
selectedIndex The index of the option the field shows.
displayedOptions An array with the options shown in the popup.
style Optional GUIStyle.

Returns

int The index of the option that has been selected by the user.

Description

Makes a generic popup selection field.

Takes the currently selected index as a parameter and returns the index selected by the user.


Popup in and Editor Window.

using UnityEngine;
using UnityEditor;

// Adds a component to the selected GameObjects

class EditorGUIPopup : EditorWindow { string[] options = { "Rigidbody", "Box Collider", "Sphere Collider" }; int index = 0;

[MenuItem("Examples/Editor GUI Popup usage")] static void Init() { var window = GetWindow<EditorGUIPopup>(); window.position = new Rect(0, 0, 180, 80); window.Show(); }

void OnGUI() { index = EditorGUI.Popup( new Rect(0, 0, position.width, 20), "Component:", index, options);

if (GUI.Button(new Rect(0, 25, position.width, position.height - 26), "Add Component")) AddComponentToObjects(); }

void AddComponentToObjects() { if (!Selection.activeGameObject) { Debug.LogError("Please select at least one GameObject first"); return; }

foreach (GameObject obj in Selection.gameObjects) { switch (index) { case 0: obj.AddComponent<Rigidbody>(); break;

case 1: obj.AddComponent<BoxCollider>(); break;

case 2: obj.AddComponent<SphereCollider>(); break; } } } }

Note: The displayedOptions lists an array of options. When these elements contain "/" (slash characters) the elements are use for sub-menus. The text to the left of the slashes determines the structure.