Version: Unity 6.3 Beta (6000.3)
LanguageEnglish
  • C#

EditorDialog.DisplayDecisionDialog

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Declaration

public static bool DisplayDecisionDialog(string titleText, string messageText, string yesButtonText, string noButtonText, DialogIconType iconType);

Parameters

Parameter Description
titleText The title of the dialog box. If left null, defaults to "Unity".
messageText The message to display in the dialog box.
yesButtonText The text to display on the Yes button. If left null, it defaults to "Yes".
noButtonText The text to display on the No button. If left null, it defaults to "No".
iconType The icon to display in the dialog box. Defaults to DialogIconType.Warning.

Returns

bool Returns true if the user clicked the Yes button, false if the user clicked the No button.

Description

Displays a decision dialog box with a title, icon, message, and two buttons.

If messageText is null or whitespace, an ArgumentNullException is thrown. If messageText is longer than 512 characters, it is truncated and the full message is logged to the console in markdown format.

If any button's text is longer than 64 characters, an ArgumentException is thrown.

The default button is the Yes button. If the user presses the enter key (return key on macOS), the Yes button is clicked. The other button is the No button. If the user presses the escape key or closes the dialog, the No button is clicked. On macOS, the orientation of the buttons might be horizontal or vertical depending on the length of the message.

The following example demonstrates how to display a decision dialog box with a warning icon, a title, a message, and Yes and No buttons.

using UnityEditor;
using UnityEngine;

namespace Examples { public class DisplayDecisionDialogExamples : MonoBehaviour { [MenuItem("Window/EditorDialog Example/DisplayDecisionDialog with all parameters specified")] public static void DisplayDecisionDialogExample() { bool userResponse = EditorDialog.DisplayDecisionDialog( "Unity - Custom Title", "This is a test of the EditorDialog API. Do you wish to continue?", "Affirmative", "Negative", DialogIconType.Info);

Debug.Log(userResponse); }

[MenuItem("Window/EditorDialog Example/DisplayDecisionDialog with defaults")] public static void DisplayDecisionDialogSimpleExample() { bool userResponse = EditorDialog.DisplayDecisionDialog(null, "This is a test of the EditorDialog API with defaults. Please select an option below.", null, null); Debug.Log(userResponse); } } }

Produces the following dialog boxes on macOS:

.