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ScrollViewScope

class in UnityEngine

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Description

Disposable helper class for managing BeginScrollView / EndScrollView.

Automatically laid out scrollviews will take whatever content you have inside them and display normally. If it doesn't fit, scrollbars will appear. A call to BeginScrollView must always be matched with a call to EndScrollView.


Scroll View in the Game View..

#pragma strict
public var scrollPosition: Vector2;
public var longString: String = "This is a long-ish string";
function OnGUI() {
	var scrollViewScope: var = new ScrollViewScope(scrollPosition, GUILayout.Width(100), GUILayout.Height(100));
	{
		scrollPosition = scrollViewScope.scrollPosition;
		// scrollbars will work correctly with wordwrap.
		GUILayout.Label(longString);
		// for the vertical scrollbar
		if (GUILayout.Button("Clear"))
			longString = "";
	}
	// the scrolling area.
	if (GUILayout.Button("Add More Text"))
		longString += "\nHere is another line";
}
using UnityEngine;
using UnityEditor;
public class ExampleClass : MonoBehaviour {
	// The variable to control where the scrollview 'looks' into its child elements.
	public Vector2 scrollPosition;

// The string to display inside the scrollview. 2 buttons below add & clear this string. public string longString = "This is a long-ish string";

void OnGUI() { // Begin a scroll view. All rects are calculated automatically - // it will use up any available screen space and make sure contents flow correctly. // This is kept small with the last two parameters to force scrollbars to appear. using (var scrollViewScope = new ScrollViewScope(scrollPosition, GUILayout.Width(100), GUILayout.Height(100))) { scrollPosition = scrollViewScope.scrollPosition;

// We just add a single label to go inside the scroll view. Note how the // scrollbars will work correctly with wordwrap. GUILayout.Label(longString);

// Add a button to clear the string. This is inside the scroll area, so it // will be scrolled as well. Note how the button becomes narrower to make room // for the vertical scrollbar if (GUILayout.Button("Clear")) longString = ""; }

// Now we add a button outside the scrollview - this will be shown below // the scrolling area. if (GUILayout.Button("Add More Text")) longString += "\nHere is another line"; } }

Variables

handleScrollWheelWhether this ScrollView should handle scroll wheel events. (default: true).
scrollPositionThe modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.

Constructors

GUILayout.ScrollViewScopeCreate a new ScrollViewScope and begin the corresponding ScrollView.