Derive from this class to create an editor window.
// JavaScript example: class MyWindow extends EditorWindow { var myString = "Hello World"; var groupEnabled = false; var myBool = true; var myFloat = 1.23; // Add menu named "My Window" to the Window menu @MenuItem ("Window/My Window") static function Init () { // Get existing open window or if none, make a new one: var window = ScriptableObject.CreateInstance.<MyWindow>(); } function OnGUI () { GUILayout.Label ("Base Settings", EditorStyles.boldLabel); myString = EditorGUILayout.TextField ("Text Field", myString); groupEnabled = EditorGUILayout.BeginToggleGroup ("Optional Settings", groupEnabled); myBool = EditorGUILayout.Toggle ("Toggle", myBool); myFloat = EditorGUILayout.Slider ("Slider", myFloat, -3, 3); EditorGUILayout.EndToggleGroup (); } }
// C# example: using UnityEngine; using UnityEditor; public class MyWindow : EditorWindow { string myString = "Hello World"; bool groupEnabled; bool myBool = true; float myFloat = 1.23f; // Add menu named "My Window" to the Window menu [MenuItem ("Window/My Window")] static void Init () { // Get existing open window or if none, make a new one: MyWindow window = (MyWindow)EditorWindow.GetWindow (typeof (MyWindow)); } void OnGUI () { GUILayout.Label ("Base Settings", EditorStyles.boldLabel); myString = EditorGUILayout.TextField ("Text Field", myString); groupEnabled = EditorGUILayout.BeginToggleGroup ("Optional Settings", groupEnabled); myBool = EditorGUILayout.Toggle ("Toggle", myBool); myFloat = EditorGUILayout.Slider ("Slider", myFloat, -3, 3); EditorGUILayout.EndToggleGroup (); } }
| focusedWindow | The EditorWindow which currently has keyboard focus. (Read Only) | 
|---|---|
| mouseOverWindow | The EditorWindow currently under the mouse cursor. (Read Only) | 
| antiAlias | |
|---|---|
| autoRepaintOnSceneChange | Does the window automatically repaint whenever the scene has changed? | 
| depthBufferBits | |
| maximized | Is this window maximized. | 
| maxSize | The maximum size of this window. | 
| minSize | The minimum size of this window. | 
| position | The position of the window in screen space. | 
| title | The title of this window. | 
| wantsMouseMove | Does the GUI in this editor window want MouseMove events? | 
| BeginWindows | Mark the beginning area of all popup windows. | 
|---|---|
| Close | Close the editor window. | 
| EndWindows | Close a window group started with EditorWindow.BeginWindows. | 
| Focus | Moves keyboard focus to this EditorWindow. | 
| RemoveNotification | Stop showing notification message. | 
| Repaint | Make the window repaint. | 
| SendEvent | Sends an Event to a window. | 
| Show | Show the EditorWindow. | 
| ShowAsDropDown | Show window with dropdown behaviour (e.g. window is closed when it loses focus) and having. | 
| ShowAuxWindow | Show the editor window in the auxiliary window. | 
| ShowNotification | Show a notification message. | 
| ShowPopup | Used for popup style windows. | 
| ShowTab | |
| ShowUtility | Show the EditorWindow as a floating utility window. | 
| FocusWindowIfItsOpen | Focuses the first found EditorWindow of specified type if it is open. | 
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| GetWindow | Returns the first EditorWindow of type t which is currently on the screen. | 
| GetWindowWithRect | Returns the first EditorWindow of type t which is currently on the screen. | 
| OnDestroy | OnDestroy is called when the EditorWindow is closed. | 
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| OnDidOpenScene | *undocumented*. | 
| OnFocus | Called when the window gets keyboard focus. | 
| OnGUI | Implement your own editor GUI here. | 
| OnHierarchyChange | Called whenever the scene hierarchy has changed. | 
| OnInspectorUpdate | OnInspectorUpdate is called at 10 frames per second to give the inspector a chance to update. | 
| OnLostFocus | Called when the window loses keyboard focus. | 
| OnProjectChange | Called whenever the project has changed. | 
| OnSelectionChange | Called whenever the selection has changed. | 
| Update | Called 100 times per second on all visible windows. | 
| hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? | 
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| m_CachedPtr | |
| m_InstanceID | |
| name | The name of the object. | 
| GetHashCode | |
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| GetInstanceID | Returns the instance id of the object. | 
| ToString | Returns the name of the game object. | 
| Destroy | Removes a gameobject, component or asset. | 
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| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. | 
| DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. | 
| FindObjectOfType | Returns the first active loaded object of Type type. | 
| FindObjectsOfType | Returns a list of all active loaded objects of Type type. | 
| Instantiate | Clones the object original and returns the clone. | 
| CreateInstance | Creates an instance of a scriptable object with className. | 
| bool | Does the object exist? | 
|---|---|
| operator != | Compares if two objects refer to a different object. | 
| operator == | Compares if two objects refer to the same. | 
| OnDestroy | This function is called when the scriptable object will be destroyed. | 
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| OnDisable | This function is called when the scriptable object goes out of scope. | 
| OnEnable | This function is called when the object is loaded. |