class MyWindow extends EditorWindow {
var myString = "Hello World";
var groupEnabled = false;
var myBool = true;
var myFloat = 1.23;
// Add menu named "My Window" to the Window menu
@MenuItem ("Window/My Window")
static function Init () {
// Get existing open window or if none, make a new one:
var window = ScriptableObject.CreateInstance.<MyWindow>();
window.Show();
}
function 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 ();
}
}
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 ();
}
}