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.
Closefoldout | The shown foldout state. |
content | The label to show. |
style | Optional GUIStyle. |
menuAction | The action that happens when you click the icon. |
menuIcon | Optional GUIStyle for icon. |
position | Rectangle on the screen to use for the control. |
bool The foldout state selected by the user. If true, you should render sub-objects.
Make a label with a foldout arrow to the left of it.
This is useful for folder-like structures, where child objects only appear if you've unfolded the parent folder. This control cannot be nested in another BeginFoldoutHeaderGroup. To use multiple of these foldouts, you must end each method with EndFoldoutHeaderGroup.
Create a foldable header menu that hides or shows the selected Transform.
// Create a foldable header menu that hides or shows the selected Transform position. // If you have not selected a Transform, the Foldout item stays folded until // you select a Transform.
using UnityEditor; using UnityEngine;
public class FoldoutHeaderUsage : EditorWindow { bool showPosition = true; string status = "Select a GameObject";
[MenuItem("Examples/Foldout Header Usage")] static void CreateWindow() { GetWindow<FoldoutHeaderUsage>(); }
public void OnGUI() { // An absolute-positioned example: We make foldout header group and put it in a small rect on the screen. showPosition = EditorGUI.BeginFoldoutHeaderGroup(new Rect(10, 10, 200, 100), showPosition, status);
if (showPosition) if (Selection.activeTransform) { Selection.activeTransform.position = EditorGUI.Vector3Field(new Rect(10, 30, 200, 100), "Position", Selection.activeTransform.position); status = Selection.activeTransform.name; }
if (!Selection.activeTransform) { status = "Select a GameObject"; showPosition = false; } // End the Foldout Header that we began above. EditorGUI.EndFoldoutHeaderGroup(); } }
Create a menu item action that moves the selected object to 0,0,0 when you click it.
// Create a foldable header menu that hides or shows the selected Transform position. // If you have not selected a Transform, the Foldout item stays folded until // you select a Transform.
using UnityEditor; using UnityEngine;
public class FoldoutHeaderUsage : EditorWindow { bool showPosition = true; string status = "Select a GameObject";
[MenuItem("Examples/Foldout Header Usage")] static void CreateWindow() { GetWindow<FoldoutHeaderUsage>(); }
public void OnGUI() { // An absolute-positioned example: We make foldout header group and put it in a small rect on the screen. showPosition = EditorGUI.BeginFoldoutHeaderGroup(new Rect(10, 10, 200, 100), showPosition, status, null, ShowHeaderContextMenu);
if (showPosition) if (Selection.activeTransform) { Selection.activeTransform.position = EditorGUI.Vector3Field(new Rect(10, 30, 200, 100), "Position", Selection.activeTransform.position); status = Selection.activeTransform.name; }
if (!Selection.activeTransform) { status = "Select a GameObject"; showPosition = false; } // End the Foldout Header that we began above. EditorGUI.EndFoldoutHeaderGroup(); }
void ShowHeaderContextMenu(Rect position) { var menu = new GenericMenu(); menu.AddItem(new GUIContent("Move to (0,0,0)"), false, OnItemClicked); menu.DropDown(position); }
void OnItemClicked() { Undo.RecordObject(Selection.activeTransform, "Moving to center of world"); Selection.activeTransform.position = Vector3.zero; } }
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.