Version: Unity 6.1 Alpha (6000.1)
LanguageEnglish
  • C#

EditorGUI.InspectorTitlebar

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

Declaration

public static bool InspectorTitlebar(Rect position, bool foldout, Object targetObj, bool expandable);

Declaration

public static bool InspectorTitlebar(Rect position, bool foldout, Object[] targetObjs, bool expandable);

Parameters

position Rectangle on the screen to use for the titlebar.
foldout The foldout state shown with the arrow.
targetObj The object (for example a component) that the titlebar is for.
targetObjs The objects that the titlebar is for.
expandable Whether this editor should display a foldout arrow in order to toggle the display of its properties.

Returns

bool The foldout state selected by the user.

Description

Makes an inspector-window-like titlebar.

The titlebar has a foldout arrow, a help icon, and a settings menu that depends on the type of the object supplied.


Inspector titlebar in an Editor Window.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;

// Editor window that shows the detailed rotation (X,Y,Z and W components), // the position in 3D space and position in Screen space of the selected // transform.

class CustomTransformInspector : EditorWindow { bool showing = true; Vector4 rotationComp;

[MenuItem("Examples/GameObject detailed inspector")] static void Init() { CustomTransformInspector window = (CustomTransformInspector)EditorWindow.GetWindow(typeof(CustomTransformInspector)); window.Show(); }

void OnInspectorUpdate() { Repaint(); }

void OnGUI() { var currObj = Selection.activeTransform;

showing = EditorGUI.InspectorTitlebar(new Rect(0, 0, position.width, 20), showing, currObj, showing); if (showing) { if (currObj) { currObj.position = EditorGUI.Vector3Field(new Rect(3, 15, position.width - 6, 20), "Position in 3D Space:", currObj.position);

EditorGUI.Vector2Field(new Rect(3, 50, position.width - 6, 20), "Position in Screen Space:", Camera.main.WorldToScreenPoint(currObj.position));

rotationComp = EditorGUI.Vector4Field(new Rect(3, 85, position.width - 6, 20), "Detailed Rotation:", QuaternionToVector4(currObj.localRotation)); currObj.localRotation = ConvertToQuaternion(rotationComp);

currObj.localScale = EditorGUI.Vector3Field(new Rect(3, 120, position.width - 6, 20), "Scale:", currObj.localScale); } else { EditorGUI.DropShadowLabel( new Rect(3, 15, position.width, 20), "Select an Object to inspect"); } } }

Quaternion ConvertToQuaternion(Vector4 v4) { return new Quaternion(v4.x, v4.y, v4.z, v4.w); }

Vector4 QuaternionToVector4(Quaternion q) { return new Vector4(q.x, q.y, q.z, q.w); } }

Declaration

public static void InspectorTitlebar(Rect position, Object[] targetObjs);

Parameters

position Rectangle on the screen to use for the titlebar.
targetObjs The objects that the titlebar is for.

Description

Makes an inspector-window-like titlebar.