Popup
Makes a generic popup selection field.
Read time 5 minutesLast updated 4 days ago
Definition
- Type: Method
- Namespace: UnityEditor
- Assembly: UnityEditor
Popup(Rect, int, string[], GUIStyle)
Makes a generic popup selection field.
public static int Popup(Rect position, int selectedIndex, string[] displayedOptions, GUIStyle style)
Parameters
Returns
Type | Description |
|---|---|
| int | The index of the option that has been selected by the user. |
Remarks
Takes the currently selected index as a parameter and returns the index selected by the user.

Popup in and Editor Window.
using UnityEngine;using UnityEditor;// Adds a component to the selected GameObjectsclass EditorGUIPopup : EditorWindow{ string[] options = { "Rigidbody", "Box Collider", "Sphere Collider" }; int index = 0; [MenuItem("Examples/Editor GUI Popup usage")] static void Init() { var window = GetWindow<EditorGUIPopup>(); window.position = new Rect(0, 0, 180, 80); window.Show(); } void OnGUI() { index = EditorGUI.Popup( new Rect(0, 0, position.width, 20), "Component:", index, options); if (GUI.Button(new Rect(0, 25, position.width, position.height - 26), "Add Component")) AddComponentToObjects(); } void AddComponentToObjects() { if (!Selection.activeGameObject) { Debug.LogError("Please select at least one GameObject first"); return; } foreach (GameObject obj in Selection.gameObjects) { switch (index) { case 0: obj.AddComponent<Rigidbody>(); break; case 1: obj.AddComponent<BoxCollider>(); break; case 2: obj.AddComponent<SphereCollider>(); break; } } }}
Note: The displayedOptions lists an array of options. When these elements contain "/" (slash characters) the elements are use for sub-menus. The text to the left of the slashes determines the structure.
Popup(Rect, int, GUIContent[], GUIStyle)
Makes a generic popup selection field.
public static int Popup(Rect position, int selectedIndex, GUIContent[] displayedOptions, GUIStyle style)
Parameters
Rectangle on the screen to use for the field.
The index of the option the field shows.
An array with the options shown in the popup.
Returns
Type | Description |
|---|---|
| int | The index of the option that has been selected by the user. |
Remarks
Takes the currently selected index as a parameter and returns the index selected by the user.

Popup in and Editor Window.
using UnityEngine;using UnityEditor;// Adds a component to the selected GameObjectsclass EditorGUIPopup : EditorWindow{ string[] options = { "Rigidbody", "Box Collider", "Sphere Collider" }; int index = 0; [MenuItem("Examples/Editor GUI Popup usage")] static void Init() { var window = GetWindow<EditorGUIPopup>(); window.position = new Rect(0, 0, 180, 80); window.Show(); } void OnGUI() { index = EditorGUI.Popup( new Rect(0, 0, position.width, 20), "Component:", index, options); if (GUI.Button(new Rect(0, 25, position.width, position.height - 26), "Add Component")) AddComponentToObjects(); } void AddComponentToObjects() { if (!Selection.activeGameObject) { Debug.LogError("Please select at least one GameObject first"); return; } foreach (GameObject obj in Selection.gameObjects) { switch (index) { case 0: obj.AddComponent<Rigidbody>(); break; case 1: obj.AddComponent<BoxCollider>(); break; case 2: obj.AddComponent<SphereCollider>(); break; } } }}
Note: The displayedOptions lists an array of options. When these elements contain "/" (slash characters) the elements are use for sub-menus. The text to the left of the slashes determines the structure.
Popup(Rect, string, int, string[], GUIStyle)
Makes a generic popup selection field.
public static int Popup(Rect position, string label, int selectedIndex, string[] displayedOptions, GUIStyle style)
Parameters
Returns
Type | Description |
|---|---|
| int | The index of the option that has been selected by the user. |
Remarks
Takes the currently selected index as a parameter and returns the index selected by the user.

Popup in and Editor Window.
using UnityEngine;using UnityEditor;// Adds a component to the selected GameObjectsclass EditorGUIPopup : EditorWindow{ string[] options = { "Rigidbody", "Box Collider", "Sphere Collider" }; int index = 0; [MenuItem("Examples/Editor GUI Popup usage")] static void Init() { var window = GetWindow<EditorGUIPopup>(); window.position = new Rect(0, 0, 180, 80); window.Show(); } void OnGUI() { index = EditorGUI.Popup( new Rect(0, 0, position.width, 20), "Component:", index, options); if (GUI.Button(new Rect(0, 25, position.width, position.height - 26), "Add Component")) AddComponentToObjects(); } void AddComponentToObjects() { if (!Selection.activeGameObject) { Debug.LogError("Please select at least one GameObject first"); return; } foreach (GameObject obj in Selection.gameObjects) { switch (index) { case 0: obj.AddComponent<Rigidbody>(); break; case 1: obj.AddComponent<BoxCollider>(); break; case 2: obj.AddComponent<SphereCollider>(); break; } } }}
Note: The displayedOptions lists an array of options. When these elements contain "/" (slash characters) the elements are use for sub-menus. The text to the left of the slashes determines the structure.
Popup(Rect, GUIContent, int, GUIContent[], GUIStyle)
Makes a generic popup selection field.
public static int Popup(Rect position, GUIContent label, int selectedIndex, GUIContent[] displayedOptions, GUIStyle style)
Parameters
Rectangle on the screen to use for the field.
Optional label in front of the field.
The index of the option the field shows.
An array with the options shown in the popup.
Returns
Type | Description |
|---|---|
| int | The index of the option that has been selected by the user. |
Remarks
Takes the currently selected index as a parameter and returns the index selected by the user.

Popup in and Editor Window.
using UnityEngine;using UnityEditor;// Adds a component to the selected GameObjectsclass EditorGUIPopup : EditorWindow{ string[] options = { "Rigidbody", "Box Collider", "Sphere Collider" }; int index = 0; [MenuItem("Examples/Editor GUI Popup usage")] static void Init() { var window = GetWindow<EditorGUIPopup>(); window.position = new Rect(0, 0, 180, 80); window.Show(); } void OnGUI() { index = EditorGUI.Popup( new Rect(0, 0, position.width, 20), "Component:", index, options); if (GUI.Button(new Rect(0, 25, position.width, position.height - 26), "Add Component")) AddComponentToObjects(); } void AddComponentToObjects() { if (!Selection.activeGameObject) { Debug.LogError("Please select at least one GameObject first"); return; } foreach (GameObject obj in Selection.gameObjects) { switch (index) { case 0: obj.AddComponent<Rigidbody>(); break; case 1: obj.AddComponent<BoxCollider>(); break; case 2: obj.AddComponent<SphereCollider>(); break; } } }}
Note: The displayedOptions lists an array of options. When these elements contain "/" (slash characters) the elements are use for sub-menus. The text to the left of the slashes determines the structure.