Derive from this class to create an editor window.
Create your own custom editor window that can float free or be docked as a tab, just like the native windows in the Unity interface.
Editor windows are typically opened using a menu item.
using UnityEngine; using UnityEditor;
public class MyWindow : EditorWindow { string myString = "Hello World"; bool groupEnabled; bool myBool = true; float myFloat = 1.23f;
// Add menu named "My Window" to the Window menu [MenuItem("Window/My Window")] static void Init() { // Get existing open window or if none, make a new one: MyWindow window = (MyWindow)EditorWindow.GetWindow(typeof(MyWindow)); window.Show(); }
void OnGUI() { GUILayout.Label("Base Settings", EditorStyles.boldLabel); myString = EditorGUILayout.TextField("Text Field", myString);
groupEnabled = EditorGUILayout.BeginToggleGroup("Optional Settings", groupEnabled); myBool = EditorGUILayout.Toggle("Toggle", myBool); myFloat = EditorGUILayout.Slider("Slider", myFloat, -3, 3); EditorGUILayout.EndToggleGroup(); } }
| focusedWindow | The EditorWindow which currently has keyboard focus. (Read Only) | 
| mouseOverWindow | The EditorWindow currently under the mouse cursor. (Read Only) | 
| autoRepaintOnSceneChange | Does the window automatically repaint whenever the Scene has changed? | 
| maximized | Is this window maximized? | 
| maxSize | The maximum size of this window. | 
| minSize | The minimum size of this window. | 
| position | The desired position of the window in screen space. | 
| rootVisualElement | Retrieves the root visual element of this window hierarchy. | 
| titleContent | The GUIContent used for drawing the title of EditorWindows. | 
| wantsMouseEnterLeaveWindow | Checks whether MouseEnterWindow and MouseLeaveWindow events are received in the GUI in this Editor window. | 
| wantsMouseMove | Checks whether MouseMove events are received in the GUI in this Editor window. | 
| BeginWindows | Mark the beginning area of all popup windows. | 
| Close | Cerrar la ventana del editor. | 
| EndWindows | Close a window group started with EditorWindow.BeginWindows. | 
| Focus | Moves keyboard focus to another EditorWindow. | 
| GetExtraPaneTypes | Gets the extra panes associated with the window. | 
| RemoveNotification | Stop showing notification message. | 
| Repaint | Make the window repaint. | 
| SendEvent | Sends an Event to a window. | 
| Show | Show the EditorWindow window. | 
| ShowAsDropDown | Shows a window with dropdown behaviour and styling. | 
| ShowAuxWindow | Show the editor window in the auxiliary window. | 
| ShowModal | Show modal editor window. | 
| ShowModalUtility | Show the EditorWindow as a floating modal window. | 
| ShowNotification | Show a notification message. | 
| ShowPopup | Shows an Editor window using popup-style framing. | 
| ShowUtility | Show the EditorWindow as a floating utility window. | 
| CreateWindow | Creates an EditorWindow of type T. | 
| FocusWindowIfItsOpen | Focuses the first found EditorWindow of specified type if it is open. | 
| GetWindow | Returns the first EditorWindow of type t which is currently on the screen. | 
| GetWindowWithRect | Returns the first EditorWindow of type t which is currently on the screen. | 
| HasOpenInstances | Checks if an editor window is open. | 
| Awake | Called as the new window is opened. | 
| OnDestroy | OnDestroy is called to close the EditorWindow window. | 
| OnFocus | Called when the window gets keyboard focus. | 
| OnGUI | Implement your own editor GUI here. | 
| OnHierarchyChange | Handler for message that is sent when an object or group of objects in the hierarchy changes. | 
| OnInspectorUpdate | OnInspectorUpdate is called at 10 frames per second to give the inspector a chance to update. | 
| OnLostFocus | Called when the window loses keyboard focus. | 
| OnProjectChange | Handler for message that is sent whenever the state of the project changes. | 
| OnSelectionChange | Called whenever the selection has changed. | 
| Update | Called multiple times per second on all visible windows. | 
| hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? | 
| name | El nombre del objeto. | 
| GetInstanceID | Devuelve el id de la instancia del objeto. | 
| ToString | Returns the name of the object. | 
| Destroy | Removes a GameObject, component or asset. | 
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. | 
| DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. | 
| FindObjectOfType | Devuelve el primer objeto activo cargado de tipo type. | 
| FindObjectsOfType | Devuelve una lista de todos los objetos activos cargados de tipo type. | 
| Instantiate | Clona el objeto original y devuelve el clon. | 
| CreateInstance | Crea una instancia de un objeto scriptable. | 
| bool | ¿Existe el objeto? | 
| operator != | Compare si dos objetos se refieren a un objeto diferente. | 
| operator == | Compara dos referencias de objeto para ver si se refieren al mismo objeto. |