Legacy Documentation: Version 4.5.0

Script language:

  • JS
  • C#
  • Boo
Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

EditorGUI.IntField

static function IntField(position: Rect, value: int, style: GUIStyle = EditorStyles.numberField): int;
static int IntField(Rect position, int value, GUIStyle style = EditorStyles.numberField);
static def IntField(position as Rect, value as int, style as GUIStyle = EditorStyles.numberField) as int
static function IntField(position: Rect, label: string, value: int, style: GUIStyle = EditorStyles.numberField): int;
static int IntField(Rect position, string label, int value, GUIStyle style = EditorStyles.numberField);
static def IntField(position as Rect, label as string, value as int, style as GUIStyle = EditorStyles.numberField) as int
static function IntField(position: Rect, label: GUIContent, value: int, style: GUIStyle = EditorStyles.numberField): int;
static int IntField(Rect position, GUIContent label, int value, GUIStyle style = EditorStyles.numberField);
static def IntField(position as Rect, label as GUIContent, value as int, style as GUIStyle = EditorStyles.numberField) as int

Parameters

positionRectangle on the screen to use for the int field.
labelOptional label to display in front of the int field.
valueThe value to edit.
styleOptional GUIStyle.

Returns

int The value entered by the user.

Description

Make a text field for entering integers.


Int Field in an Editor Window.

	// Editor Script that clones the selected GameObject a number of times.
	
	class EditorGUIIntField extends EditorWindow {
	
		var clones : int = 1;
		
		@MenuItem("Examples/Clone Object")
		static function Init() {
			var window = GetWindow(EditorGUIIntField);
			window.Show();
		}
		
		function OnGUI() {
			sizeMultiplier = EditorGUI.IntField(Rect(0,35,position.width,15),
						"Number of clones:", 
						clones);
			if(GUI.Button(Rect(0,10,position.width, 20), "Clone!"))
				for(var i = 0; i < clones; i++)
					Instantiate(Selection.activeGameObject, Vector3.zero, Quaternion.identity);
		}
	}