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.

ToggleGroupScope

Namespace: UnityEditor

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

Description

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

See Also: BeginToggleGroup.


Align position/rotation/scale of the selected GameObjects.

#pragma strict
// C# Example
// Simple script that lets you align GameObjects 
// position/rotation/scale wise with the selected active transform
public class Aligner extends EditorWindow {
	var pos = [true, true, true];
	var rot = [true, true, true];
	var scale = [true, true, true];
	var posGroupEnabled = true;
	var rotGroupEnabled = true;
	var scaleGroupEnabled = false;
	function OnGUI() {
		var posGroup = new EditorGUILayout.ToggleGroupScope("Align position", posGroupEnabled);
		{
			posGroupEnabled = posGroup.enabled;
			pos[0] = EditorGUILayout.Toggle("x", pos[0]);
			pos[1] = EditorGUILayout.Toggle("y", pos[1]);
			pos[2] = EditorGUILayout.Toggle("z", pos[2]);
		}
		var rotGroup = new EditorGUILayout.ToggleGroupScope("Align rotation", rotGroupEnabled);
		{
			rotGroupEnabled = rotGroup.enabled;
			rot[0] = EditorGUILayout.Toggle("x", rot[0]);
			rot[1] = EditorGUILayout.Toggle("y", rot[1]);
			rot[2] = EditorGUILayout.Toggle("z", rot[2]);
		}
		var scaleGroup = new EditorGUILayout.ToggleGroupScope("Align scale", scaleGroupEnabled);
		{
			scaleGroupEnabled = scaleGroup.enabled;
			scale[0] = EditorGUILayout.Toggle("x", scale[0]);
			scale[1] = EditorGUILayout.Toggle("y", scale[1]);
			scale[2] = EditorGUILayout.Toggle("z", scale[2]);
		}
		GUILayout.Space(30);
		if (GUILayout.Button("Align!"))
			Align();
	}
	function Align() {
		var transforms = Selection.transforms;
		var activeTransform = Selection.activeTransform;
		if (transforms.Length < 2) {
			Debug.LogWarning("Aligner: select at least two objects.");
			return ;
		}
		for (var i = 0; i < transforms.Length; i++) {
			if (posGroupEnabled) {
				var 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) {
				var 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) {
				var 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 function Init() {
		var window = AlignerEditorWindow.GetWindow(Aligner);
		window.Show();
	}
}
	// 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() {
			using (var posGroup = new EditorGUILayout.ToggleGroupScope ("Align position", posGroupEnabled)) {
				posGroupEnabled = posGroup.enabled;
				pos[0] = EditorGUILayout.Toggle("x", pos[0]);
				pos[1] = EditorGUILayout.Toggle("y", pos[1]);
				pos[2] = EditorGUILayout.Toggle("z", pos[2]);
			}
	
			using (var rotGroup = new EditorGUILayout.ToggleGroupScope ("Align rotation", rotGroupEnabled)) {
				rotGroupEnabled = rotGroup.enabled;
				rot[0] = EditorGUILayout.Toggle("x", rot[0]);
				rot[1] = EditorGUILayout.Toggle("y", rot[1]);
				rot[2] = EditorGUILayout.Toggle("z", rot[2]);
			}
	
			using (var scaleGroup = new EditorGUILayout.ToggleGroupScope ("Align scale", scaleGroupEnabled)) {
				scaleGroupEnabled = scaleGroup.enabled;
				scale[0] = EditorGUILayout.Toggle("x", scale[0]);
				scale[1] = EditorGUILayout.Toggle("y", scale[1]);
				scale[2] = EditorGUILayout.Toggle("z", scale[2]);
			}
	
			GUILayout.Space(30);
			if (GUILayout.Button("Align!"))
				Align();
		}
	
		void Align() {
			Transform[] transforms = Selection.transforms;
			Transform activeTransform = Selection.activeTransform;
			if (transforms.Length < 2) {
				Debug.LogWarning("Aligner: select at least two objects.");
				return;
			}
			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));
			window.Show();
		}
	}

Variables

enabledThe enabled state selected by the user.