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EditorWindow.ShowUtility

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public function ShowUtility(): void;
public void ShowUtility();

Description

Show the EditorWindow as a floating utility window.

Utility windows will always be in front of normal windows, and will be hidden when user switches to another application.

Note: You dont need to use EditorWindow.GetWindow() before using this function to show the window.


Floating window utility that lets you randomize the rotation of the selected objects.

#pragma strict
// Simple script that randomizes the rotation of the Selected GameObjects
// and lets you see which objects are currently selected
public class RandomizeInSelection extends EditorWindow {
	public var rotationAmount: float = 0.33F;
	public var selected: String = "";
	function RandomizeSelected() {
		for (var transform: var in Selection.transforms) {
			var rotation: Quaternion = Random.rotation;
			transform.localRotation = Quaternion.Slerp(transform.localRotation, rotation, rotationAmount);
		}
	}
	function OnGUI() {
		for (var t: var in Selection.transforms) {
			selected += t.name + " ";
		}
		EditorGUILayout.LabelField("Selected Object:", selected);
		selected = "";
		if (GUILayout.Button("Randomize!"))
			RandomizeSelected();
		if (GUILayout.Button("Close"))
			Close();
		Debug.Log(selected);
	}
	function OnInspectorUpdate() {
		Repaint();
	}
	@MenuItem("Example/Randomize Children In Selection")
	static function RandomizeWindow() {
		var window: RandomizeInSelection = new RandomizeInSelection();
		window.ShowUtility();
	}
}
using UnityEditor;
using UnityEngine;
using System.Collections;

// Simple script that randomizes the rotation of the Selected GameObjects // and lets you see which objects are currently selected public class RandomizeInSelection : EditorWindow { public float rotationAmount = 0.33F; public string selected = ""; void RandomizeSelected() { foreach (var transform in Selection.transforms) { Quaternion rotation = Random.rotation; transform.localRotation = Quaternion.Slerp(transform.localRotation, rotation, rotationAmount); } }

void OnGUI() { foreach (var t in Selection.transforms) { selected += t.name + " "; } EditorGUILayout.LabelField("Selected Object:", selected); selected = ""; if (GUILayout.Button("Randomize!")) RandomizeSelected();

if (GUILayout.Button("Close")) Close();

Debug.Log(selected); }

void OnInspectorUpdate() { Repaint(); }

[MenuItem("Example/Randomize Children In Selection")] static void RandomizeWindow() { RandomizeInSelection window = new RandomizeInSelection(); window.ShowUtility(); } }