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
Returns
Type | Description |
|---|---|
| bool | The enabled state selected by the user. |
Remarks
Additional Resources: EditorGUILayout.EndToggleGroup.

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.
Enabled state of the toggle group.
Returns
Type | Description |
|---|---|
| bool | The enabled state selected by the user. |
Remarks
Additional Resources: EditorGUILayout.EndToggleGroup.

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(); }}