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Unity Engine


BeginToggleGroup

Begin a vertical group with a toggle to enable or disable all the controls within at once.
Read time 4 minutesLast updated 4 days ago

Definition

  • Type: Method
  • Namespace: UnityEditor
  • Assembly: UnityEditor

BeginToggleGroup(string, bool)

Begin a vertical group with a toggle to enable or disable all the controls within at once.
public static bool BeginToggleGroup(string label, bool toggle)

Parameters

label

Label to show above the toggled controls.

toggle

Enabled state of the toggle group.

Returns

Type

Description

boolThe enabled state selected by the user.

Remarks

Additional Resources: EditorGUILayout.EndToggleGroup.
Aligner (BeginToggleGroup)
Align position/rotation/scale of the selected GameObjects.

Examples

// Simple script that lets you align GameObjects// position/rotation/scale wise with the selected active transformusing UnityEngine;using UnityEditor;public class Aligner : EditorWindow{ bool[] pos = new bool[3] { true, true, true }; bool[] rot = new bool[3] { true, true, true }; bool[] scale = new bool[3] { true, true, true }; bool posGroupEnabled = true; bool rotGroupEnabled = true; bool scaleGroupEnabled = false; void OnGUI() { posGroupEnabled = EditorGUILayout.BeginToggleGroup("Align position", posGroupEnabled); pos[0] = EditorGUILayout.Toggle("x", pos[0]); pos[1] = EditorGUILayout.Toggle("y", pos[1]); pos[2] = EditorGUILayout.Toggle("z", pos[2]); EditorGUILayout.EndToggleGroup(); rotGroupEnabled = EditorGUILayout.BeginToggleGroup("Align rotation", rotGroupEnabled); rot[0] = EditorGUILayout.Toggle("x", rot[0]); rot[1] = EditorGUILayout.Toggle("y", rot[1]); rot[2] = EditorGUILayout.Toggle("z", rot[2]); EditorGUILayout.EndToggleGroup(); scaleGroupEnabled = EditorGUILayout.BeginToggleGroup("Align scale", scaleGroupEnabled); scale[0] = EditorGUILayout.Toggle("x", scale[0]); scale[1] = EditorGUILayout.Toggle("y", scale[1]); scale[2] = EditorGUILayout.Toggle("z", scale[2]); EditorGUILayout.EndToggleGroup(); GUILayout.Space(30); if (GUILayout.Button("Align!")) Align(); } void Align() { Transform[] transforms = Selection.transforms; Transform activeTransform = Selection.activeTransform; if (transforms.Length < 2) { Debug.LogWarning("Aligner: select at least two objects."); return; } for (int i = 0; i < transforms.Length; i++) { if (posGroupEnabled) { Vector3 newPos; newPos.x = pos[0] ? activeTransform.position.x : transforms[i].position.x; newPos.y = pos[1] ? activeTransform.position.y : transforms[i].position.y; newPos.z = pos[2] ? activeTransform.position.z : transforms[i].position.z; transforms[i].position = newPos; } if (rotGroupEnabled) { Vector3 newRot; newRot.x = rot[0] ? activeTransform.rotation.eulerAngles.x : transforms[i].rotation.eulerAngles.x; newRot.y = rot[1] ? activeTransform.rotation.eulerAngles.y : transforms[i].rotation.eulerAngles.y; newRot.z = rot[2] ? activeTransform.rotation.eulerAngles.z : transforms[i].rotation.eulerAngles.z; transforms[i].rotation = Quaternion.Euler(newRot); } if (scaleGroupEnabled) { Vector3 newScale; newScale.x = scale[0] ? activeTransform.localScale.x : transforms[i].localScale.x; newScale.y = scale[1] ? activeTransform.localScale.y : transforms[i].localScale.y; newScale.z = scale[2] ? activeTransform.localScale.z : transforms[i].localScale.z; transforms[i].localScale = newScale; } } } [MenuItem("Examples/Position-Rotation-Scale Aligner")] static void Init() { Aligner window = (Aligner)EditorWindow.GetWindow(typeof(Aligner)); window.Show(); }}

BeginToggleGroup(GUIContent, bool)

Begin a vertical group with a toggle to enable or disable all the controls within at once.
public static bool BeginToggleGroup(GUIContent label, bool toggle)

Parameters

Label to show above the toggled controls.

toggle

Enabled state of the toggle group.

Returns

Type

Description

boolThe enabled state selected by the user.

Remarks

Additional Resources: EditorGUILayout.EndToggleGroup.
Aligner (BeginToggleGroup)
Align position/rotation/scale of the selected GameObjects.

Examples

// Simple script that lets you align GameObjects// position/rotation/scale wise with the selected active transformusing UnityEngine;using UnityEditor;public class Aligner : EditorWindow{ bool[] pos = new bool[3] { true, true, true }; bool[] rot = new bool[3] { true, true, true }; bool[] scale = new bool[3] { true, true, true }; bool posGroupEnabled = true; bool rotGroupEnabled = true; bool scaleGroupEnabled = false; void OnGUI() { posGroupEnabled = EditorGUILayout.BeginToggleGroup("Align position", posGroupEnabled); pos[0] = EditorGUILayout.Toggle("x", pos[0]); pos[1] = EditorGUILayout.Toggle("y", pos[1]); pos[2] = EditorGUILayout.Toggle("z", pos[2]); EditorGUILayout.EndToggleGroup(); rotGroupEnabled = EditorGUILayout.BeginToggleGroup("Align rotation", rotGroupEnabled); rot[0] = EditorGUILayout.Toggle("x", rot[0]); rot[1] = EditorGUILayout.Toggle("y", rot[1]); rot[2] = EditorGUILayout.Toggle("z", rot[2]); EditorGUILayout.EndToggleGroup(); scaleGroupEnabled = EditorGUILayout.BeginToggleGroup("Align scale", scaleGroupEnabled); scale[0] = EditorGUILayout.Toggle("x", scale[0]); scale[1] = EditorGUILayout.Toggle("y", scale[1]); scale[2] = EditorGUILayout.Toggle("z", scale[2]); EditorGUILayout.EndToggleGroup(); GUILayout.Space(30); if (GUILayout.Button("Align!")) Align(); } void Align() { Transform[] transforms = Selection.transforms; Transform activeTransform = Selection.activeTransform; if (transforms.Length < 2) { Debug.LogWarning("Aligner: select at least two objects."); return; } for (int i = 0; i < transforms.Length; i++) { if (posGroupEnabled) { Vector3 newPos; newPos.x = pos[0] ? activeTransform.position.x : transforms[i].position.x; newPos.y = pos[1] ? activeTransform.position.y : transforms[i].position.y; newPos.z = pos[2] ? activeTransform.position.z : transforms[i].position.z; transforms[i].position = newPos; } if (rotGroupEnabled) { Vector3 newRot; newRot.x = rot[0] ? activeTransform.rotation.eulerAngles.x : transforms[i].rotation.eulerAngles.x; newRot.y = rot[1] ? activeTransform.rotation.eulerAngles.y : transforms[i].rotation.eulerAngles.y; newRot.z = rot[2] ? activeTransform.rotation.eulerAngles.z : transforms[i].rotation.eulerAngles.z; transforms[i].rotation = Quaternion.Euler(newRot); } if (scaleGroupEnabled) { Vector3 newScale; newScale.x = scale[0] ? activeTransform.localScale.x : transforms[i].localScale.x; newScale.y = scale[1] ? activeTransform.localScale.y : transforms[i].localScale.y; newScale.z = scale[2] ? activeTransform.localScale.z : transforms[i].localScale.z; transforms[i].localScale = newScale; } } } [MenuItem("Examples/Position-Rotation-Scale Aligner")] static void Init() { Aligner window = (Aligner)EditorWindow.GetWindow(typeof(Aligner)); window.Show(); }}