Foldout
Makes a label with a foldout arrow to the left of it.
Read time 5 minutesLast updated 6 days ago
Definition
- Type: Method
- Namespace: UnityEditor
- Assembly: UnityEditor
Foldout(Rect, bool, string, GUIStyle)
Makes a label with a foldout arrow to the left of it.
public static bool Foldout(Rect position, bool foldout, string content, GUIStyle style)
Parameters
Returns
Type | Description |
|---|---|
| bool | The foldout state selected by the user. If true, you should render sub-objects. |
Remarks
This is useful for creating tree or folder like structures where child objects are only shown if the parent is folded out.

Foldout in an Editor Window.
Examples
using UnityEditor;using UnityEngine;using System.Collections;// Create a foldable menu that hides/shows the selected transform position.// if no Transform is selected, the Foldout item will be folded until a transform is selected.public class EditorGUIFoldout : EditorWindow{ public bool showPosition = true; public string status = "Select a GameObject"; [MenuItem("Examples/Foldout Usage")] static void Init() { UnityEditor.EditorWindow window = GetWindow(typeof(EditorGUIFoldout)); window.position = new Rect(0, 0, 150, 60); window.Show(); } void OnGUI() { showPosition = EditorGUI.Foldout(new Rect(3, 3, position.width - 6, 15), showPosition, status); if (showPosition) if (Selection.activeTransform) { Selection.activeTransform.position = EditorGUI.Vector3Field(new Rect(3, 25, position.width - 6, 40), "Position", Selection.activeTransform.position); status = Selection.activeTransform.name; } if (!Selection.activeTransform) { status = "Select a GameObject"; showPosition = false; } } void OnInspectorUpdate() { Repaint(); }}
Foldout(Rect, bool, string, bool, GUIStyle)
Makes a label with a foldout arrow to the left of it.
public static bool Foldout(Rect position, bool foldout, string content, bool toggleOnLabelClick, GUIStyle style)
Parameters
Returns
Type | Description |
|---|---|
| bool | The foldout state selected by the user. If true, you should render sub-objects. |
Remarks
This is useful for creating tree or folder like structures where child objects are only shown if the parent is folded out.

Foldout in an Editor Window.
Examples
using UnityEditor;using UnityEngine;using System.Collections;// Create a foldable menu that hides/shows the selected transform position.// if no Transform is selected, the Foldout item will be folded until a transform is selected.public class EditorGUIFoldout : EditorWindow{ public bool showPosition = true; public string status = "Select a GameObject"; [MenuItem("Examples/Foldout Usage")] static void Init() { UnityEditor.EditorWindow window = GetWindow(typeof(EditorGUIFoldout)); window.position = new Rect(0, 0, 150, 60); window.Show(); } void OnGUI() { showPosition = EditorGUI.Foldout(new Rect(3, 3, position.width - 6, 15), showPosition, status); if (showPosition) if (Selection.activeTransform) { Selection.activeTransform.position = EditorGUI.Vector3Field(new Rect(3, 25, position.width - 6, 40), "Position", Selection.activeTransform.position); status = Selection.activeTransform.name; } if (!Selection.activeTransform) { status = "Select a GameObject"; showPosition = false; } } void OnInspectorUpdate() { Repaint(); }}
Foldout(Rect, bool, GUIContent, GUIStyle)
Makes a label with a foldout arrow to the left of it.
public static bool Foldout(Rect position, bool foldout, GUIContent content, GUIStyle style)
Parameters
Rectangle on the screen to use for the arrow and label.
The shown foldout state.
The label to show.
Returns
Type | Description |
|---|---|
| bool | The foldout state selected by the user. If true, you should render sub-objects. |
Remarks
This is useful for creating tree or folder like structures where child objects are only shown if the parent is folded out.

Foldout in an Editor Window.
Examples
using UnityEditor;using UnityEngine;using System.Collections;// Create a foldable menu that hides/shows the selected transform position.// if no Transform is selected, the Foldout item will be folded until a transform is selected.public class EditorGUIFoldout : EditorWindow{ public bool showPosition = true; public string status = "Select a GameObject"; [MenuItem("Examples/Foldout Usage")] static void Init() { UnityEditor.EditorWindow window = GetWindow(typeof(EditorGUIFoldout)); window.position = new Rect(0, 0, 150, 60); window.Show(); } void OnGUI() { showPosition = EditorGUI.Foldout(new Rect(3, 3, position.width - 6, 15), showPosition, status); if (showPosition) if (Selection.activeTransform) { Selection.activeTransform.position = EditorGUI.Vector3Field(new Rect(3, 25, position.width - 6, 40), "Position", Selection.activeTransform.position); status = Selection.activeTransform.name; } if (!Selection.activeTransform) { status = "Select a GameObject"; showPosition = false; } } void OnInspectorUpdate() { Repaint(); }}
Foldout(Rect, bool, GUIContent, bool, GUIStyle)
Makes a label with a foldout arrow to the left of it.
public static bool Foldout(Rect position, bool foldout, GUIContent content, bool toggleOnLabelClick, GUIStyle style)
Parameters
Returns
Type | Description |
|---|---|
| bool | The foldout state selected by the user. If true, you should render sub-objects. |
Remarks
This is useful for creating tree or folder like structures where child objects are only shown if the parent is folded out.

Foldout in an Editor Window.
Examples
using UnityEditor;using UnityEngine;using System.Collections;// Create a foldable menu that hides/shows the selected transform position.// if no Transform is selected, the Foldout item will be folded until a transform is selected.public class EditorGUIFoldout : EditorWindow{ public bool showPosition = true; public string status = "Select a GameObject"; [MenuItem("Examples/Foldout Usage")] static void Init() { UnityEditor.EditorWindow window = GetWindow(typeof(EditorGUIFoldout)); window.position = new Rect(0, 0, 150, 60); window.Show(); } void OnGUI() { showPosition = EditorGUI.Foldout(new Rect(3, 3, position.width - 6, 15), showPosition, status); if (showPosition) if (Selection.activeTransform) { Selection.activeTransform.position = EditorGUI.Vector3Field(new Rect(3, 25, position.width - 6, 40), "Position", Selection.activeTransform.position); status = Selection.activeTransform.name; } if (!Selection.activeTransform) { status = "Select a GameObject"; showPosition = false; } } void OnInspectorUpdate() { Repaint(); }}