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ScriptableWizard

Namespace: UnityEditor

/

Inherits from: EditorWindow

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Description

Derive from this class to create an editor wizard.

Editor wizards are typically opened using a menu item.

// C#
// Creates a simple wizard that lets you create a Light GameObject
// or if the user clicks in "Apply", it will set the color of the currently
// object selected to red

using UnityEditor; using UnityEngine;

public class WizardCreateLight : ScriptableWizard { public float range = 500; public Color color = Color.red; [MenuItem ("GameObject/Create Light Wizard")] static void CreateWizard () { ScriptableWizard.DisplayWizard<WizardCreateLight>("Create Light", "Create", "Apply"); //If you don't want to use the secondary button simply leave it out: //ScriptableWizard.DisplayWizard<WizardCreateLight>("Create Light", "Create"); } void OnWizardCreate () { GameObject go = new GameObject ("New Light"); go.AddComponent("Light"); go.light.range = range; go.light.color = color; } void OnWizardUpdate () { helpString = "Please set the color of the light!"; } // When the user pressed the "Apply" button OnWizardOtherButton is called. void OnWizardOtherButton () { if (Selection.activeTransform == null || Selection.activeTransform.light == null) return; Selection.activeTransform.light.color = Color.red; } }

Variables

errorString Allows you to set the error text of the wizard.
helpString Allows you to set the help text of the wizard.
isValid Allows you to enable and disable the wizard create button, so that the user can not click it.

Static Functions

DisplayWizard Creates a wizard.

Messages

OnDrawGizmos Called every frame when the wizard is visible.
OnWizardCreate This is called when the user clicks on the Create button.
OnWizardOtherButton Allows you to provide an action when the user clicks on the other button.
OnWizardUpdate This is called when the wizard is opened or whenever the user changes something in the wizard.

Inherited members

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?
hideFlags Should the object be hidden, saved with the scene or modifiable by the user?
name The name of the object.

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.
GetInstanceID Returns the instance id of the object.
ToString Returns the name of the game object.

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.
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

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.
OnDestroy This function is called when the scriptable object will be destroyed.
OnDisable This function is called when the scriptable object goes out of scope.
OnEnable This function is called when the object is loaded.