Legacy Documentation: Version 5.0
Language: English
  • C#
  • JS

Script language

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

EditorGUI.IntSlider

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public static function IntSlider(position: Rect, value: int, leftValue: int, rightValue: int): int;
public static int IntSlider(Rect position, int value, int leftValue, int rightValue);
public static function IntSlider(position: Rect, label: string, value: int, leftValue: int, rightValue: int): int;
public static int IntSlider(Rect position, string label, int value, int leftValue, int rightValue);
public static function IntSlider(position: Rect, label: GUIContent, value: int, leftValue: int, rightValue: int): int;
public static int IntSlider(Rect position, GUIContent label, int value, int leftValue, int rightValue);

Parameters

positionRectangle on the screen to use for the slider.
labelOptional label in front of the slider.
valueThe value the slider shows. This determines the position of the draggable thumb.
leftValueThe value at the left end of the slider.
rightValueThe value at the right end of the slider.

Returns

int The value that has been set by the user.

Description

Make a slider the user can drag to change an integer value between a min and a max.


Int Slider in an Editor Window.

	// Simple editor script that lets you clone your object in a grid
	
	class EditorGUIIntSlider extends EditorWindow {
		var cloneTimesX : int = 1;
		var cloneTimesY : int = 1;
		var cloneTimesZ : int = 1;
		var spacing : int = 2;
		
		@MenuItem("Examples/Editor GUI int slider usage")
		static function Init() {
			var window = GetWindow(EditorGUIIntSlider);
			window.position = Rect(0,0,150, 95);
			window.Show();
		}
		
		function OnGUI() {
			cloneTimesX = EditorGUI.IntSlider(Rect(0,0,position.width, 20), cloneTimesX, 1, 10);
			cloneTimesY = EditorGUI.IntSlider(Rect(0,25,position.width, 20), cloneTimesY, 1, 10);
			cloneTimesZ = EditorGUI.IntSlider(Rect(0,50,position.width, 20), cloneTimesZ, 1, 10);
	
			if(GUI.Button(Rect(0,75,position.width,15),"Make Grid!"))
				CloneSelected();
		}
		function CloneSelected() {
			if(!Selection.activeGameObject) {
				Debug.LogError("Select a GameObject first");
				return;
			}
			for(var i = 0; i < cloneTimesX; i++)
				for(var j = 0; j < cloneTimesY; j++)
					for(var k = 0; k < cloneTimesZ; k++)
						Instantiate(Selection.activeGameObject, 
							Vector3(i,j,k)*spacing, 
							Selection.activeGameObject.transform.rotation);
		}
	
	}

public static function IntSlider(position: Rect, property: SerializedProperty, leftValue: int, rightValue: int): void;
public static void IntSlider(Rect position, SerializedProperty property, int leftValue, int rightValue);
public static function IntSlider(position: Rect, property: SerializedProperty, leftValue: int, rightValue: int, label: string): void;
public static void IntSlider(Rect position, SerializedProperty property, int leftValue, int rightValue, string label);
public static function IntSlider(position: Rect, property: SerializedProperty, leftValue: int, rightValue: int, label: GUIContent): void;
public static void IntSlider(Rect position, SerializedProperty property, int leftValue, int rightValue, GUIContent label);

Parameters

positionRectangle on the screen to use for the slider.
labelOptional label in front of the slider.
propertyThe value the slider shows. This determines the position of the draggable thumb.
leftValueThe value at the left end of the slider.
rightValueThe value at the right end of the slider.

Description

Make a slider the user can drag to change a value between a min and a max.