EditorGUI.EndChangeCheck

Declaration

public static bool EndChangeCheck();

Returns

bool Returns true if GUI state changed since the call to EditorGUI.BeginChangeCheck, otherwise false.

Description

Ends a code block and checks for any GUI changes.

Use this in combination with EditorGUI.BeginChangeCheck to create a code block that checks if the GUI state changed for just the controls contained in the block.
That is, unlike GUI.changed which returns true for any changes to the GUI state, this allows limiting the check to a specific set of controls.

using UnityEditor;

public class ExampleWindow : EditorWindow { float sliderValue = 0; string labelText = "-";

[MenuItem("Window/Example Window")] static void Init() { var example = (ExampleWindow)EditorWindow.GetWindow(typeof(ExampleWindow)); example.Show(); }

void OnGUI() { EditorGUILayout.LabelField("New value", labelText);

// Start a code block to check for GUI changes EditorGUI.BeginChangeCheck();

sliderValue = EditorGUILayout.Slider(sliderValue, 0, 1);

// End the code block and update the label if a change occurred // Note: This indicates user interaction with the slider but does not guarantee that a SerializedProperty has changed. // To have the updated value, call serializedObject.ApplyModifiedProperties(). if (EditorGUI.EndChangeCheck()) { labelText = sliderValue.ToString(); } } }

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