Version: 2022.3
  • C#


Suggest a change


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.


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.




public void ShowModalUtility();


Shows the EditorWindow as a floating modal window.

You cannot interact with the utility window while the Editor is runs. The EditorWindow.ShowModalUtility window is never hidden by the Editor. You cannot dock the utility window to the Editor.

Utility windows are always in front of normal Unity windows. The utility window is hidden when the user switches from Unity to another application.

Note: You do not need to use EditorWindow.GetWindow before you use this function to show the window.

Floating window utility that lets you randomize the rotation of the selected objects.

using UnityEditor;
using UnityEngine;
using System.Collections;

// Simple script that randomizes the rotation of the selected GameObjects. // It also lists which objects are currently selected.

public class RandomizeInSelection : EditorWindow { public float rotationAmount = 0.33f; public string selected = "";

[MenuItem("Example/Randomize Children In Selection")] static void RandomizeWindow() { RandomizeInSelection window = ScriptableObject.CreateInstance(typeof(RandomizeInSelection)) as RandomizeInSelection; window.ShowModalUtility(); }

void RandomizeSelected() { foreach (var transform in Selection.transforms) { Quaternion rotation = Random.rotation; transform.localRotation = Quaternion.Slerp(transform.localRotation, rotation, rotationAmount); } }

void OnGUI() { foreach (var t in Selection.transforms) { selected += + " "; }

EditorGUILayout.LabelField("Selected Object:", selected);

selected = "";

if (GUILayout.Button("Randomize!")) RandomizeSelected();

if (GUILayout.Button("Close")) Close(); }

void OnInspectorUpdate() { Repaint(); } }