EditorWindow
Namespace: UnityEditor
/
Inherits from: ScriptableObject
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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.
Static Variables
focusedWindow |
The EditorWindow which currently has keyboard focus. (Read Only) |
mouseOverWindow |
The EditorWindow currently under the mouse cursor. (Read Only) |
Variables
autoRepaintOnSceneChange |
Does the window automatically repaint whenever the scene has changed? |
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? |
Functions
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. |
ShowUtility |
Show the EditorWindow as a floating utility window. |
Static Functions
FocusWindowIfItsOpen |
Focuses the first found EditorWindow of specified type if it is open. |
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. |
Messages
OnDestroy |
OnDestroy is called when the EditorWindow is closed. |
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. |
Inherited members
Variables
hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? |
name |
The name of the object. |
Static Functions
Destroy |
Removes a gameobject, component or asset. |
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. |
Operators
bool |
Does the object exist? |
operator != |
Compares if two objects refer to a different object. |
operator == |
Compares if two objects refer to the same. |
Messages
OnDisable |
This function is called when the scriptable object goes out of scope. |
OnEnable |
This function is called when the object is loaded. |