Legacy Documentation: Version 5.5
LanguageEnglish
  • C#
  • JS

Script language

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

EditorGUILayout.Foldout

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

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static function Foldout(foldout: bool, content: string, toggleOnLabelClick: bool, style: GUIStyle = EditorStyles.foldout): bool;
public static bool Foldout(bool foldout, string content, bool toggleOnLabelClick, GUIStyle style = EditorStyles.foldout);
public static function Foldout(foldout: bool, content: GUIContent, toggleOnLabelClick: bool, style: GUIStyle = EditorStyles.foldout): bool;
public static bool Foldout(bool foldout, GUIContent content, bool toggleOnLabelClick, GUIStyle style = EditorStyles.foldout);
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.
toggleOnLabelClick Whether to toggle the foldout state when the label is clicked.

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 FoldoutUsageJS extends EditorWindow {

var showPosition: boolean = true; var status: String = "Select a GameObject";

@MenuItem("Examples/Foldout Usage") static function Init() { var window = GetWindow(FoldoutUsageJS); 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(); } }