EditorGUI.Foldout Manual     Reference     Scripting  
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EditorGUI.Foldout

static function Foldout (position : Rect, foldout : boolean, content : String, style : GUIStyle = EditorStyles.foldout) : boolean

static function Foldout (position : Rect, foldout : boolean, content : String, toggleOnLabelClick : boolean, style : GUIStyle = EditorStyles.foldout) : boolean

static function Foldout (position : Rect, foldout : boolean, content : GUIContent, style : GUIStyle = EditorStyles.foldout) : boolean

static function Foldout (position : Rect, foldout : boolean, content : GUIContent, toggleOnLabelClick : boolean, style : GUIStyle = EditorStyles.foldout) : boolean

Parameters

NameDescription
position Rectangle on the screen to use for the arrow and label.
foldout The shown foldout state.
content The label to show.
style Optional GUIStyle.

Returns

boolean - The foldout state selected by the user. If true, you should render sub-objects.

Description

Make a label with a foldout arrow to the left of it.

This is useful for creating tree or folder like structures where child objects are only shown if the parent is folded out.


Foldout in an Editor Window.

// Create a foldable menu that hides/shows the selected transform
// position.
// if no Transform is selected, the Foldout item will be folded until
// a transform is selected.

class EditorGUIFoldout extends EditorWindow {
var showPosition : boolean = true;
var status : String = "Select a GameObject";
@MenuItem("Examples/Foldout Usage")
static function Init() {
var window = GetWindow(EditorGUIFoldout);
window.position = Rect(0, 0, 150, 60);
window.Show();
}

function OnGUI() {
showPosition = EditorGUI.Foldout(Rect(3,3,position.width-6,15),showPosition, status);
if(showPosition)
if(Selection.activeTransform) {
Selection.activeTransform.position =
EditorGUI.Vector3Field(Rect(3,25,position.width -6 ,40),
"Position",
Selection.activeTransform.position);
status = Selection.activeTransform.name;
}
if(!Selection.activeTransform) {
status = "Select a GameObject";
showPosition = false;
}
}
function OnInspectorUpdate() {
this.Repaint();
}
}