Legacy Documentation: Version 5.2
LanguageEnglish
  • C#
  • JS

Script language

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

EditorGUI.Popup

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 Popup(position: Rect, selectedIndex: int, displayedOptions: string[], style: GUIStyle = EditorStyles.popup): int;
public static int Popup(Rect position, int selectedIndex, string[] displayedOptions, GUIStyle style = EditorStyles.popup);
public static function Popup(position: Rect, selectedIndex: int, displayedOptions: GUIContent[], style: GUIStyle = EditorStyles.popup): int;
public static int Popup(Rect position, int selectedIndex, GUIContent[] displayedOptions, GUIStyle style = EditorStyles.popup);
public static function Popup(position: Rect, label: string, selectedIndex: int, displayedOptions: string[], style: GUIStyle = EditorStyles.popup): int;
public static int Popup(Rect position, string label, int selectedIndex, string[] displayedOptions, GUIStyle style = EditorStyles.popup);
public static function Popup(position: Rect, label: GUIContent, selectedIndex: int, displayedOptions: GUIContent[], style: GUIStyle = EditorStyles.popup): int;
public static int Popup(Rect position, GUIContent label, int selectedIndex, GUIContent[] displayedOptions, GUIStyle style = EditorStyles.popup);
public static function Popup(position: Rect, selectedIndex: int, displayedOptions: string[], style: GUIStyle = EditorStyles.popup): int;
public static int Popup(Rect position, int selectedIndex, string[] displayedOptions, GUIStyle style = EditorStyles.popup);
public static function Popup(position: Rect, selectedIndex: int, displayedOptions: GUIContent[], style: GUIStyle = EditorStyles.popup): int;
public static int Popup(Rect position, int selectedIndex, GUIContent[] displayedOptions, GUIStyle style = EditorStyles.popup);
public static function Popup(position: Rect, label: string, selectedIndex: int, displayedOptions: string[], style: GUIStyle = EditorStyles.popup): int;
public static int Popup(Rect position, string label, int selectedIndex, string[] displayedOptions, GUIStyle style = EditorStyles.popup);
public static function Popup(position: Rect, label: GUIContent, selectedIndex: int, displayedOptions: GUIContent[], style: GUIStyle = EditorStyles.popup): int;
public static int Popup(Rect position, GUIContent label, int selectedIndex, GUIContent[] displayedOptions, GUIStyle style = EditorStyles.popup);

Parameters

position Rectangle on the screen to use for the field.
label Optional label in front of the field.
selectedIndex The index of the option the field shows.
displayedOptions An array with the options shown in the popup.
style Optional GUIStyle.

Returns

int The index of the option that has been selected by the user.

Description

Make a generic popup selection field.

Takes the currently selected index as a parameter and returns the index selected by the user.


Popup in and Editor Window.

	// Adds a component to the selected GameObjects
	
	class EditorGUIPopup extends EditorWindow {
		var options : String[] = ["Rigidbody", "Box Collider", "Sphere Collider"];
		var index : int = 0;
		
		@MenuItem("Examples/Editor GUI Popup usage")
		static function Init() {
			var window = GetWindow(EditorGUIPopup);
			window.position = Rect(0,0,180,80);
			window.Show();
		}
		
		
		function OnGUI() {
			index = EditorGUI.Popup(
				Rect(0,0,position.width, 20),
				"Component:",
				index, 
				options);
				
			if(GUI.Button(Rect(0,25,position.width, position.height - 26),"Add Component"))
				AddComponentToObjects();
		}
		
		
		function AddComponentToObjects() {
			if(!Selection.activeGameObject) {
				Debug.LogError("Please select at least one GameObject first");
				return;
			}
			
			for(var go : GameObject in Selection.gameObjects)
				switch (index) {
					case 0:
						go.AddComponent.<Rigidbody>();
						break;
					
					case 1:
						go.AddComponent.<BoxCollider>();
					
					case 2:
						go.AddComponent.<SphereCollider>();
				}
		}
	}