# ProgressBar(Rect, float, string)

> Makes a progress bar.

## Definition

* **Type:** Method
* **Namespace:** [UnityEditor](/engine/6000.0/script-reference/unityeditor.md)
* **Assembly:** UnityEditor

```csharp
public static void ProgressBar(Rect position, float value, string text)
```

### Parameters

**** (\[Rect]\(/engine/6000.0/script-reference/unityengine/rect)): **** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): Value that is shown.**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)):&#x20;

### Remarks

Value goes from 0 to 1, where 0 means 0% of the bar filled and 1 means the bar is at 100%  fully filled

![EditorGUIProgressBar (ProgressBar(Rect, float, string))](/api/media?file=/engine/6000.0/media/images/EditorGUIProgressBar.png)

*Progress bar in an Editor Window.*

### Examples

```csharp
using UnityEngine;
using System.Collections;
using UnityEditor;

// Draw the armor and damage with bars in an Editor Window

public class EditorGUIProgressBar : EditorWindow
{
    float armor = 20;
    float damage  = 80;

    [MenuItem("Examples/Display Info")]

    static void Init()
    {
        EditorWindow window = GetWindow(typeof(EditorGUIProgressBar), false, "DisplayInfo");
        window.Show();
    }

    void OnGUI()
    {
        armor = EditorGUI.IntSlider(new Rect(3, 3, position.width - 6, 15), "Armor", Mathf.RoundToInt(armor), 0, 100);
        damage = EditorGUI.IntSlider(new Rect(3, 25, position.width - 6, 15), "Damage", Mathf.RoundToInt(damage), 0, 100);

        EditorGUI.ProgressBar(new Rect(3, 45, position.width - 6, 20), armor / 100, "Armor");
        EditorGUI.ProgressBar(new Rect(3, 70, position.width - 6, 20), damage / 100, "Damage");
    }
}
```
