# SetBool(string, bool)

> Sets the value of the preference identified by key.

## Definition

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

```csharp
public static void SetBool(string key, bool value)
```

### Parameters

**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): **** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)):&#x20;

### Remarks

![EditorPrefsBool (SetBool(string, bool))](/api/media?file=/engine/6000.0/media/images/EditorPrefsBool.png)

*Round rotations/positions and remember the active option.*

### Examples

```csharp
using UnityEngine;
using UnityEditor;

public class EditorPrefsBoolExample : EditorWindow
{
    bool showRoundPosition = true;
    bool showRoundRotation = true;

    [MenuItem("Examples/Round positions-rotations")]
    static void Init()
    {
        EditorPrefsBoolExample window = (EditorPrefsBoolExample)EditorWindow.GetWindow(typeof(EditorPrefsBoolExample), true, "My Empty Window");
        window.Show();
    }

    void OnGUI()
    {
        showRoundPosition = EditorGUILayout.BeginToggleGroup("Round Position", showRoundPosition);
        if (GUILayout.Button("Round Position!"))
            DoRoundPosition();
        EditorGUILayout.EndToggleGroup();
        showRoundRotation = EditorGUILayout.BeginToggleGroup("Round Rotation", showRoundRotation);
        if (GUILayout.Button("Round Rotation!"))
            DoRoundRotation();
        EditorGUILayout.EndToggleGroup();
    }

    void DoRoundPosition()
    {
        foreach (Transform t in Selection.transforms)
            t.localPosition = new Vector3(Mathf.Round(t.localPosition.x),
                Mathf.Round(t.localPosition.z),
                Mathf.Round(t.localPosition.y));
    }

    void DoRoundRotation()
    {
        foreach (Transform t in Selection.transforms)
            t.rotation = Quaternion.Euler(
                new Vector3(Mathf.Round(t.eulerAngles.x / 45f) * 45f,
                    Mathf.Round(t.eulerAngles.y / 45f) * 45f,
                    Mathf.Round(t.eulerAngles.z / 45f) * 45f));
    }

    void OnFocus()
    {
        if (EditorPrefs.HasKey("ShowRoundPosition"))
            showRoundPosition = EditorPrefs.GetBool("ShowRoundPosition");
        if (EditorPrefs.HasKey("ShowRoundRotation"))
            showRoundPosition = EditorPrefs.GetBool("ShowRoundRotation");
    }

    void OnLostFocus()
    {
        EditorPrefs.SetBool("ShowRoundPosition", showRoundPosition);
        EditorPrefs.SetBool("ShowRoundRotation", showRoundRotation);
    }

    void OnDestroy()
    {
        EditorPrefs.SetBool("ShowRoundPosition", showRoundPosition);
        EditorPrefs.SetBool("ShowRoundRotation", showRoundRotation);
    }
}
```
