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GUILayout.Window

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public static function Window(id: int, screenRect: Rect, func: GUI.WindowFunction, text: string, params options: GUILayoutOption[]): Rect;
public static Rect Window(int id, Rect screenRect, GUI.WindowFunction func, string text, params GUILayoutOption[] options);
public static function Window(id: int, screenRect: Rect, func: GUI.WindowFunction, image: Texture, params options: GUILayoutOption[]): Rect;
public static Rect Window(int id, Rect screenRect, GUI.WindowFunction func, Texture image, params GUILayoutOption[] options);
public static function Window(id: int, screenRect: Rect, func: GUI.WindowFunction, content: GUIContent, params options: GUILayoutOption[]): Rect;
public static Rect Window(int id, Rect screenRect, GUI.WindowFunction func, GUIContent content, params GUILayoutOption[] options);
public static function Window(id: int, screenRect: Rect, func: GUI.WindowFunction, text: string, style: GUIStyle, params options: GUILayoutOption[]): Rect;
public static Rect Window(int id, Rect screenRect, GUI.WindowFunction func, string text, GUIStyle style, params GUILayoutOption[] options);
public static function Window(id: int, screenRect: Rect, func: GUI.WindowFunction, image: Texture, style: GUIStyle, params options: GUILayoutOption[]): Rect;
public static Rect Window(int id, Rect screenRect, GUI.WindowFunction func, Texture image, GUIStyle style, params GUILayoutOption[] options);
public static function Window(id: int, screenRect: Rect, func: GUI.WindowFunction, content: GUIContent, style: GUIStyle, params options: GUILayoutOption[]): Rect;
public static Rect Window(int id, Rect screenRect, GUI.WindowFunction func, GUIContent content, GUIStyle style, params GUILayoutOption[] options);

Parameters

idA unique ID to use for each window. This is the ID you'll use to interface to it.
screenRectRectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit.
funcThe function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for.
textText to display as a title for the window.
image Texture to display an image in the titlebar.
contentText, image and tooltip for this window.
styleAn optional style to use for the window. If left out, the window style from the current GUISkin is used.
optionsAn optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.

Returns

Rect The rectangle the window is at. This can be in a different position and have a different size than the one you passed in.

Description

Make a popup window that layouts its contents automatically.

Windows float above normal GUI controls, feature click-to-focus and can optionally be dragged around by the end user. Unlike other controls, you need to pass them a separate function for the GUI controls to put inside the window. Here is a small example to get you started:


Window in the Game View.

	var windowRect : Rect = Rect (20, 20, 120, 50);

function OnGUI () { // Register the window. Notice the 3rd parameter windowRect = GUILayout.Window (0, windowRect, DoMyWindow, "My Window"); }

// Make the contents of the window function DoMyWindow (windowID : int) { // This button will size to fit the window if (GUILayout.Button ("Hello World")) print ("Got a click"); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Rect windowRect = new Rect(20, 20, 120, 50); void OnGUI() { windowRect = GUILayout.Window(0, windowRect, DoMyWindow, "My Window"); } void DoMyWindow(int windowID) { if (GUILayout.Button("Hello World")) print("Got a click"); } }

The screen rectangle you pass in to the function only acts as a guide. To Apply extra limits to the window, pass in some extra layout options. The ones applied here will override the size calculated. Here is a small example:

	var windowRect : Rect = Rect (20, 20, 120, 50);

function OnGUI () { // Register the window. Here we instruct the layout system to // make the window 100 pixels wide no matter what. windowRect = GUILayout.Window ( 0, windowRect, DoMyWindow, "My Window", GUILayout.Width (100)); }

// Make the contents of the window function DoMyWindow (windowID : int) { // This button is too large to fit the window // Normally, the window would have been expanded to fit the button, but due to // the GUILayout.Width call above the window will only ever be 100 pixels wide if (GUILayout.Button ("Please click me a lot")) print ("Got a click"); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Rect windowRect = new Rect(20, 20, 120, 50); void OnGUI() { windowRect = GUILayout.Window(0, windowRect, DoMyWindow, "My Window", GUILayout.Width(100)); } void DoMyWindow(int windowID) { if (GUILayout.Button("Please click me a lot")) print("Got a click"); } }