Legacy Documentation: Version 5.4
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EditorGUILayout.Foldout

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public static function Foldout(foldout: bool, content: string, style: GUIStyle = EditorStyles.foldout): bool;
public static bool Foldout(bool foldout, string content, GUIStyle style = EditorStyles.foldout);
public static function Foldout(foldout: bool, content: GUIContent, style: GUIStyle = EditorStyles.foldout): bool;
public static bool Foldout(bool foldout, GUIContent content, GUIStyle style = EditorStyles.foldout);

Parameters

foldout The shown foldout state.
content The label to show.
style Optional GUIStyle.

Returns

bool The foldout state selected by the user. If true, you should render sub-objects.

Description

Make a label with a foldout arrow to the left of it.

This is useful for creating tree or folder like structures where child objects are only shown if the parent is folded out.


Create a foldable menu that hides/shows the selected transform.

#pragma strict
// Create a foldable menu that hides/shows the selected transform position.
// If no Transform is selected, the Foldout item will be folded until
// a transform is selected.
public class FoldoutUsage extends EditorWindow {
	var showPosition: boolean = true;
	var status: String = "Select a GameObject";
	@MenuItem("Examples/Foldout Usage")
	static function Init() {
		var window: FoldoutUsage = FoldoutUsageGetWindow(FoldoutUsage);
		window.Show();
	}
	public function OnGUI() {
		showPosition = EditorGUILayout.Foldout(showPosition, status);
		if (showPosition)if (Selection.activeTransform) {
			Selection.activeTransform.position = EditorGUILayout.Vector3Field("Position", Selection.activeTransform.position);
			status = Selection.activeTransform.name;
		}
		if (!Selection.activeTransform) {
			status = "Select a GameObject";
			showPosition = false;
		}
	}
	public function OnInspectorUpdate() {
		this.Repaint();
	}
}
// Create a foldable menu that hides/shows the selected transform position.
// If no Transform is selected, the Foldout item will be folded until
// a transform is selected.
using UnityEditor;
using UnityEngine;

public class FoldoutUsage : EditorWindow { bool showPosition = true; string status = "Select a GameObject"; [MenuItem("Examples/Foldout Usage")] static void Init() { FoldoutUsage window = (FoldoutUsage)GetWindow(typeof(FoldoutUsage)); window.Show(); } public void OnGUI() { showPosition = EditorGUILayout.Foldout(showPosition, status); if(showPosition) if(Selection.activeTransform) { Selection.activeTransform.position = EditorGUILayout.Vector3Field("Position", Selection.activeTransform.position); status = Selection.activeTransform.name; } if(!Selection.activeTransform) { status = "Select a GameObject"; showPosition = false; } } public void OnInspectorUpdate() { this.Repaint(); } }