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public static function BeginToggleGroup(label: string, toggle: bool): bool;
public static bool BeginToggleGroup(string label, bool toggle);
public static def BeginToggleGroup(label as string, toggle as bool) as bool
public static function BeginToggleGroup(label: GUIContent, toggle: bool): bool;
public static bool BeginToggleGroup(GUIContent label, bool toggle);
public static def BeginToggleGroup(label as GUIContent, toggle as bool) as bool


label Label to show above the toggled controls.
toggle Enabled state of the toggle group.


bool The enabled state selected by the user.


Begin a vertical group with a toggle to enable or disable all the controls within at once.

See Also: EndToggleGroup.

Align position/rotation/scale of the selected GameObjects.

	// C# Example
	// Simple script that lets you align GameObjects 
	// position/rotation/scale wise with the selected active transform
	using UnityEngine;
	using UnityEditor;
	public class Aligner : EditorWindow {
		bool[] pos = new bool[3] { true, true, true };
		bool[] rot = new bool[3] { true, true, true };
		bool[] scale = new bool[3] { true, true, true };
		bool posGroupEnabled = true;
		bool rotGroupEnabled = true;
		bool scaleGroupEnabled = false;
		void OnGUI() {
			posGroupEnabled = EditorGUILayout.BeginToggleGroup("Align position", posGroupEnabled);
				pos[0] = EditorGUILayout.Toggle("x", pos[0]);
				pos[1] = EditorGUILayout.Toggle("y", pos[1]);
				pos[2] = EditorGUILayout.Toggle("z", pos[2]);
			rotGroupEnabled = EditorGUILayout.BeginToggleGroup("Align rotation", rotGroupEnabled);
				rot[0] = EditorGUILayout.Toggle("x", rot[0]);
				rot[1] = EditorGUILayout.Toggle("y", rot[1]);
				rot[2] = EditorGUILayout.Toggle("z", rot[2]);
			scaleGroupEnabled = EditorGUILayout.BeginToggleGroup("Align scale", scaleGroupEnabled);
				scale[0] = EditorGUILayout.Toggle("x", scale[0]);
				scale[1] = EditorGUILayout.Toggle("y", scale[1]);
				scale[2] = EditorGUILayout.Toggle("z", scale[2]);
			if (GUILayout.Button("Align!"))
		void Align() {
			Transform[] transforms = Selection.transforms;
			Transform activeTransform = Selection.activeTransform;
			if (transforms.Length < 2) {
				Debug.LogWarning("Aligner: select at least two objects.");
			for (int i = 0; i < transforms.Length; i++) {
				if (posGroupEnabled) {
					Vector3 newPos;
					newPos.x = pos[0] ? 
						activeTransform.position.x : transforms[i].position.x;
					newPos.y = pos[1] ? 
						activeTransform.position.y : transforms[i].position.y;
					newPos.z = pos[2] ? 
						activeTransform.position.z : transforms[i].position.z;
					transforms[i].position = newPos;
				if (rotGroupEnabled) {
					Vector3 newRot;
					newRot.x = rot[0] ? 
						activeTransform.rotation.eulerAngles.x : transforms[i].rotation.eulerAngles.x;
					newRot.y = rot[1] ? 
						activeTransform.rotation.eulerAngles.y : transforms[i].rotation.eulerAngles.y;
					newRot.z = rot[2] ? 
						activeTransform.rotation.eulerAngles.z : transforms[i].rotation.eulerAngles.z;
					transforms[i].rotation = Quaternion.Euler(newRot);
				if (scaleGroupEnabled) {
					Vector3 newScale;
					newScale.x = scale[0] ? 
						activeTransform.localScale.x : transforms[i].localScale.x;
					newScale.y = scale[1] ? 
						activeTransform.localScale.y : transforms[i].localScale.y;
					newScale.z = scale[2] ? 
						activeTransform.localScale.z : transforms[i].localScale.z;
					transforms[i].localScale = newScale;
		[MenuItem("Examples/Position-Rotation-Scale Aligner")]
		static void Init() {
			Aligner window = (Aligner)EditorWindow.GetWindow(typeof(Aligner));