Documentation

Unity Engine


User Manual

Script Reference

Unity Engine


Foldout

Make a label with a foldout arrow to the left of it.
Read time 4 minutesLast updated 10 days ago

Definition

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

Foldout(bool, string, GUIStyle)

Make a label with a foldout arrow to the left of it.
public static bool Foldout(bool foldout, string content, GUIStyle style)

Parameters

foldout

The shown foldout state.

content

The label to show.

Optional GUIStyle.

Returns

Type

Description

boolThe foldout state selected by the user. If true, you should render sub-objects.

Remarks

This is useful for creating tree or folder like structures where child objects are only shown if the parent is folded out.
FoldoutUsageScreenshot (Foldout)
Foldout in an Editor Window.

Examples

// Create a foldable menu that hides/shows the selected transform position.// If no Transform is selected, the Foldout item will be folded until// a transform is selected.using UnityEditor;using UnityEngine;public class FoldoutUsage : EditorWindow{ bool showPosition = true; string status = "Select a GameObject"; [MenuItem("Examples/Foldout Usage")] static void Init() { FoldoutUsage window = (FoldoutUsage)GetWindow(typeof(FoldoutUsage)); window.Show(); } public void OnGUI() { showPosition = EditorGUILayout.Foldout(showPosition, status); if (showPosition) if (Selection.activeTransform) { Selection.activeTransform.position = EditorGUILayout.Vector3Field("Position", Selection.activeTransform.position); status = Selection.activeTransform.name; } if (!Selection.activeTransform) { status = "Select a GameObject"; showPosition = false; } } public void OnInspectorUpdate() { this.Repaint(); }}

Foldout(bool, GUIContent, GUIStyle)

Make a label with a foldout arrow to the left of it.
public static bool Foldout(bool foldout, GUIContent content, GUIStyle style)

Parameters

foldout

The shown foldout state.

content

The label to show.

Optional GUIStyle.

Returns

Type

Description

boolThe foldout state selected by the user. If true, you should render sub-objects.

Remarks

This is useful for creating tree or folder like structures where child objects are only shown if the parent is folded out.
FoldoutUsageScreenshot (Foldout)
Foldout in an Editor Window.

Examples

// Create a foldable menu that hides/shows the selected transform position.// If no Transform is selected, the Foldout item will be folded until// a transform is selected.using UnityEditor;using UnityEngine;public class FoldoutUsage : EditorWindow{ bool showPosition = true; string status = "Select a GameObject"; [MenuItem("Examples/Foldout Usage")] static void Init() { FoldoutUsage window = (FoldoutUsage)GetWindow(typeof(FoldoutUsage)); window.Show(); } public void OnGUI() { showPosition = EditorGUILayout.Foldout(showPosition, status); if (showPosition) if (Selection.activeTransform) { Selection.activeTransform.position = EditorGUILayout.Vector3Field("Position", Selection.activeTransform.position); status = Selection.activeTransform.name; } if (!Selection.activeTransform) { status = "Select a GameObject"; showPosition = false; } } public void OnInspectorUpdate() { this.Repaint(); }}

Foldout(bool, string, bool, GUIStyle)

Make a label with a foldout arrow to the left of it.
public static bool Foldout(bool foldout, string content, bool toggleOnLabelClick, GUIStyle style)

Parameters

foldout

The shown foldout state.

content

The label to show.

toggleOnLabelClick

Specifies whether clicking the label toggles the foldout state. The default value is false. Set to true to include the label in the clickable area.

Optional GUIStyle.

Returns

Type

Description

boolThe foldout state selected by the user. If true, you should render sub-objects.

Remarks

This is useful for creating tree or folder like structures where child objects are only shown if the parent is folded out.
FoldoutUsageScreenshot (Foldout)
Foldout in an Editor Window.

Examples

// Create a foldable menu that hides/shows the selected transform position.// If no Transform is selected, the Foldout item will be folded until// a transform is selected.using UnityEditor;using UnityEngine;public class FoldoutUsage : EditorWindow{ bool showPosition = true; string status = "Select a GameObject"; [MenuItem("Examples/Foldout Usage")] static void Init() { FoldoutUsage window = (FoldoutUsage)GetWindow(typeof(FoldoutUsage)); window.Show(); } public void OnGUI() { showPosition = EditorGUILayout.Foldout(showPosition, status); if (showPosition) if (Selection.activeTransform) { Selection.activeTransform.position = EditorGUILayout.Vector3Field("Position", Selection.activeTransform.position); status = Selection.activeTransform.name; } if (!Selection.activeTransform) { status = "Select a GameObject"; showPosition = false; } } public void OnInspectorUpdate() { this.Repaint(); }}

Foldout(bool, GUIContent, bool, GUIStyle)

Make a label with a foldout arrow to the left of it.
public static bool Foldout(bool foldout, GUIContent content, bool toggleOnLabelClick, GUIStyle style)

Parameters

foldout

The shown foldout state.

content

The label to show.

toggleOnLabelClick

Specifies whether clicking the label toggles the foldout state. The default value is false. Set to true to include the label in the clickable area.

Optional GUIStyle.

Returns

Type

Description

boolThe foldout state selected by the user. If true, you should render sub-objects.

Remarks

This is useful for creating tree or folder like structures where child objects are only shown if the parent is folded out.
FoldoutUsageScreenshot (Foldout)
Foldout in an Editor Window.

Examples

// Create a foldable menu that hides/shows the selected transform position.// If no Transform is selected, the Foldout item will be folded until// a transform is selected.using UnityEditor;using UnityEngine;public class FoldoutUsage : EditorWindow{ bool showPosition = true; string status = "Select a GameObject"; [MenuItem("Examples/Foldout Usage")] static void Init() { FoldoutUsage window = (FoldoutUsage)GetWindow(typeof(FoldoutUsage)); window.Show(); } public void OnGUI() { showPosition = EditorGUILayout.Foldout(showPosition, status); if (showPosition) if (Selection.activeTransform) { Selection.activeTransform.position = EditorGUILayout.Vector3Field("Position", Selection.activeTransform.position); status = Selection.activeTransform.name; } if (!Selection.activeTransform) { status = "Select a GameObject"; showPosition = false; } } public void OnInspectorUpdate() { this.Repaint(); }}