Legacy Documentation: Version 4.5.0

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EditorWindow

Namespace: UnityEditor

/

Inherits from: ScriptableObject

Description

Derive from this class to create an editor window.

Create your own custom editor window that can float free or be docked as a tab, just like the native windows in the Unity interface.

Editor windows are typically opened using a menu item.

// 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 ();
	}
}

Static Variables

focusedWindowThe EditorWindow which currently has keyboard focus. (Read Only)
mouseOverWindowThe EditorWindow currently under the mouse cursor. (Read Only)

Variables

autoRepaintOnSceneChangeDoes the window automatically repaint whenever the scene has changed?
maximizedIs this window maximized.
maxSizeThe maximum size of this window.
minSizeThe minimum size of this window.
positionThe position of the window in screen space.
titleThe title of this window.
wantsMouseMoveDoes the GUI in this editor window want MouseMove events?

Functions

BeginWindowsMark the beginning area of all popup windows.
CloseClose the editor window.
EndWindowsClose a window group started with EditorWindow.BeginWindows.
FocusMoves keyboard focus to this EditorWindow.
RemoveNotificationStop showing notification message.
RepaintMake the window repaint.
SendEventSends an Event to a window.
ShowShow the EditorWindow.
ShowAsDropDownShow window with dropdown behaviour (e.g. window is closed when it loses focus) and having.
ShowAuxWindowShow the editor window in the auxiliary window.
ShowNotificationShow a notification message.
ShowPopupUsed for popup style windows.
ShowUtilityShow the EditorWindow as a floating utility window.

Static Functions

FocusWindowIfItsOpenFocuses the first found EditorWindow of specified type if it is open.
GetWindowReturns the first EditorWindow of type t which is currently on the screen.
GetWindowWithRectReturns the first EditorWindow of type t which is currently on the screen.

Messages

OnDestroyOnDestroy is called when the EditorWindow is closed.
OnFocusCalled when the window gets keyboard focus.
OnGUIImplement your own editor GUI here.
OnHierarchyChangeCalled whenever the scene hierarchy has changed.
OnInspectorUpdateOnInspectorUpdate is called at 10 frames per second to give the inspector a chance to update.
OnLostFocusCalled when the window loses keyboard focus.
OnProjectChangeCalled whenever the project has changed.
OnSelectionChangeCalled whenever the selection has changed.
UpdateCalled 100 times per second on all visible windows.

Inherited members

Variables

hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameThe name of the object.

Functions

GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the game object.

Static Functions

DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.
CreateInstanceCreates an instance of a scriptable object with className.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares if two objects refer to the same.

Messages

OnDestroyThis function is called when the scriptable object will be destroyed.
OnDisableThis function is called when the scriptable object goes out of scope.
OnEnableThis function is called when the object is loaded.