Version: 2017.1 (switch to 2017.2b)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

EditorWindow.OnGUI()

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

Description

Implement your own editor GUI here.


Use OnGUI to draw all the controls of your window.

// Simple script that saves frames from the Game View when on play mode
//
// You can put later the frames togheter and create a video.
// Note: The frames are saved next to the Assets folder.

using UnityEngine; using UnityEditor;

public class SimpleRecorder : EditorWindow { string fileName = "FileName";

string status = "Idle"; string recordButton = "Record"; bool recording = false; float lastFrameTime = 0.0f; int capturedFrame = 0;

[MenuItem ("Example/Simple Recorder")] static void Init () { SimpleRecorder window = (SimpleRecorder)EditorWindow.GetWindow(typeof(SimpleRecorder)); }

void OnGUI () { fileName = EditorGUILayout.TextField ("File Name:", fileName);

if(GUILayout.Button(recordButton)) { if(recording) { //recording status = "Idle..."; recordButton = "Record"; recording = false; } else { // idle capturedFrame = 0; recordButton = "Stop"; recording = true; } } EditorGUILayout.LabelField ("Status: ", status); }

void Update () { if (recording) { if (EditorApplication.isPlaying && !EditorApplication.isPaused){ RecordImages(); Repaint(); } else status = "Waiting for Editor to Play"; } }

void RecordImages() { if(lastFrameTime < Time.time + (1/24f)) { // 24fps status = "Captured frame " + capturedFrame; Application.CaptureScreenshot(fileName + " " + capturedFrame + ".png"); capturedFrame++; lastFrameTime = Time.time; } } }