class in UnityEditor
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.
CloseFor 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.
CloseThe MenuItem
attribute allows you to add menu items to the main menu and Inspector window context menus.
The MenuItem
attribute turns any static function into a menu command. Only static functions can use the MenuItem
attribute.
To create a hotkey, use the following special characters:
If no special modifier key combinations are required, the key can be given after an underscore. For example, to create a menu with the hotkeys Shift+Alt+G, use "MyMenu/Do Something #&g"
. To create a menu with hotkey G with no required key modifiers to press, use "MyMenu/Do Something _g"
.
A space character must precede hotkey text. For example, "MyMenu/Do_g"
isn't interpreted as a hotkey, but "MyMenu/Do _g"
is.
Some special keyboard keys are supported as hotkeys. For example, "#LEFT" would map to Shift-Left. The keys supported like this are: LEFT, RIGHT, UP, DOWN, F1 .. F12, HOME, END, PGUP, PGDN, INS, DEL, BACKSPACE, TAB, and SPACE.
When adding menu items to the "GameObject/" menu to create custom GameObjects, be sure to
call GameObjectUtility.SetParentAndAlign to ensure that the new GameObject is reparented
correctly in the case of a context click (see example below). Your function should also call
Undo.RegisterCreatedObjectUndo to make the creation undoable and set Selection.activeObject
to the newly created object. Also note that in order for a menu item in "GameObject/" to be
propagated to the hierarchy Create dropdown and hierarchy context menu, it must be grouped
with the other GameObject creation menu items. This can be achieved by setting its priority
to 10 (see example below). Note that for legacy purposes MenuItems in "GameObject/Create Other"
with no explicit priority set will receive a priority of 10 instead of the default 1000 -
we encourage using a more descriptive category name than "Create Other" and explicitly
setting the priority to 10.
You can use MenuItem
to add menu items to the right-click context menu in the Project window. The context menu in the Project window uses the same menu items as the Assets menu. When you add a menu item to the Assets menu, that menu item is also added to the context menu in the Project window. For example, "Assets/Do something"
adds the Do something
menu item to the context menu in the Project window.
using UnityEditor; using UnityEngine;
public class MenuTest : MonoBehaviour { // Add a menu item named "Do Something" to MyMenu in the menu bar. [MenuItem("MyMenu/Do Something")] static void DoSomething() { Debug.Log("Doing Something..."); }
// Add a menu item named "Log Selected Transform Name" to MyMenu in the menu bar. // We want this to be validated menu item: an item that is only enabled if specific conditions are met. // To achieve this, we use a second function below to validate the menu item. // so it will only be enabled if we have a transform selected. [MenuItem("MyMenu/Log Selected Transform Name")] static void LogSelectedTransformName() { Debug.Log("Selected Transform is on " + Selection.activeTransform.gameObject.name + "."); }
// Validate the menu item defined by the function above. // The "Log Selected Transform Name" menu item is disabled if this function returns false. // We tell the Editor that this is a validation function by decorating it with a MenuItem attribute // and passing true as the second parameter. // This invokes the MenuItem(string itemName, bool isValidateFunction) attribute constructor // resulting in the function being treated as the validator for "Log Selected Transform Name" menu item. [MenuItem("MyMenu/Log Selected Transform Name", true)] static bool ValidateLogSelectedTransformName() { // Return false if no transform is selected. return Selection.activeTransform != null; }
// Add a menu item named "Do Something with a Shortcut Key" to MyMenu in the menu bar // and give it a shortcut (ctrl-g on Windows, cmd-g on macOS). [MenuItem("MyMenu/Do Something with a Shortcut Key %g")] static void DoSomethingWithAShortcutKey() { Debug.Log("Doing something with a Shortcut Key..."); }
// Add a menu item called "Double Mass" to a Rigidbody's context menu. [MenuItem("CONTEXT/Rigidbody/Double Mass")] static void DoubleMass(MenuCommand command) { Rigidbody body = (Rigidbody)command.context; body.mass = body.mass * 2; Debug.Log("Doubled Rigidbody's Mass to " + body.mass + " from Context Menu."); }
// Add a menu item to create custom GameObjects. // Priority 10 ensures it is grouped with the other menu items of the same kind // and propagated to the hierarchy dropdown and hierarchy context menus. [MenuItem("GameObject/MyCategory/Custom Game Object", false, 10)] static void CreateCustomGameObject(MenuCommand menuCommand) { // Create a custom game object GameObject go = new GameObject("Custom Game Object"); // Ensure it gets reparented if this was a context click (otherwise does nothing) GameObjectUtility.SetParentAndAlign(go, menuCommand.context as GameObject); // Register the creation in the undo system Undo.RegisterCreatedObjectUndo(go, "Create " + go.name); Selection.activeObject = go; }
// Add a menu item called "Test" to the Scene view context menu when the // EditorToolContext "TestToolContext" is engaged. [MenuItem("CONTEXT/TestToolContext/Test")] static void TestToolContextItem() { Debug.Log("Testing Test Tool Context Menu Item"); }
// Add a menu item called "Test" to the Scene view context menu when the // EditorTool "TestTool" is engaged. [MenuItem("CONTEXT/TestTool/Test")] static void TestToolItem() { Debug.Log("Testing Test Tool Menu Item"); } }
MenuItem | Creates a menu item and invokes the static function that follows it when the menu item is selected. |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.