IntSlider
Make a slider the user can drag to change an integer value between a min and a max.
Read time 7 minutesLast updated 10 days ago
Definition
- Type: Method
- Namespace: UnityEditor
- Assembly: UnityEditor
IntSlider(int, int, int, GUILayoutOption[])
Make a slider the user can drag to change an integer value between a min and a max.
public static int IntSlider(int value, int leftValue, int rightValue, params GUILayoutOption[] options)
Parameters
The value the slider shows. This determines the position of the draggable thumb.
The value at the left end of the slider.
The value at the right end of the slider.
An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the .
Additional Resources: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.
styleAdditional Resources: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.
Returns
Type | Description |
|---|---|
| int | The value that has been set by the user. |
Remarks

Create a grid of cloned Objects.
Examples
using UnityEditor;using UnityEngine;// Simple editor script that lets you clone your object in a gridpublic class IntSliderExample : EditorWindow{ int cloneTimesX = 1; int cloneTimesY = 1; int cloneTimesZ = 1; int spacing = 2; [MenuItem("Examples/Editor GUILayout IntSlider usage")] static void Init() { EditorWindow window = GetWindow(typeof(IntSliderExample)); window.Show(); } void OnGUI() { cloneTimesX = EditorGUILayout.IntSlider(cloneTimesX, 1, 10); cloneTimesY = EditorGUILayout.IntSlider(cloneTimesY, 1, 10); cloneTimesZ = EditorGUILayout.IntSlider(cloneTimesZ, 1, 10); if (GUILayout.Button("Duplicate object")) CloneSelected(); } void CloneSelected() { if (!Selection.activeGameObject) { Debug.LogError("Select a GameObject first"); return; } for (int i = 0; i < cloneTimesX; i++) for (int j = 0; j < cloneTimesY; j++) for (int k = 0; k < cloneTimesZ; k++) Instantiate(Selection.activeGameObject, new Vector3(i, j, k) * spacing, Selection.activeGameObject.transform.rotation); }}
IntSlider(string, int, int, int, GUILayoutOption[])
Make a slider the user can drag to change an integer value between a min and a max.
public static int IntSlider(string label, int value, int leftValue, int rightValue, params GUILayoutOption[] options)
Parameters
Optional label in front of the slider.
The value the slider shows. This determines the position of the draggable thumb.
The value at the left end of the slider.
The value at the right end of the slider.
An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the .
Additional Resources: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.
styleAdditional Resources: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.
Returns
Type | Description |
|---|---|
| int | The value that has been set by the user. |
Remarks

Create a grid of cloned Objects.
Examples
using UnityEditor;using UnityEngine;// Simple editor script that lets you clone your object in a gridpublic class IntSliderExample : EditorWindow{ int cloneTimesX = 1; int cloneTimesY = 1; int cloneTimesZ = 1; int spacing = 2; [MenuItem("Examples/Editor GUILayout IntSlider usage")] static void Init() { EditorWindow window = GetWindow(typeof(IntSliderExample)); window.Show(); } void OnGUI() { cloneTimesX = EditorGUILayout.IntSlider(cloneTimesX, 1, 10); cloneTimesY = EditorGUILayout.IntSlider(cloneTimesY, 1, 10); cloneTimesZ = EditorGUILayout.IntSlider(cloneTimesZ, 1, 10); if (GUILayout.Button("Duplicate object")) CloneSelected(); } void CloneSelected() { if (!Selection.activeGameObject) { Debug.LogError("Select a GameObject first"); return; } for (int i = 0; i < cloneTimesX; i++) for (int j = 0; j < cloneTimesY; j++) for (int k = 0; k < cloneTimesZ; k++) Instantiate(Selection.activeGameObject, new Vector3(i, j, k) * spacing, Selection.activeGameObject.transform.rotation); }}
IntSlider(GUIContent, int, int, int, GUILayoutOption[])
Make a slider the user can drag to change an integer value between a min and a max.
public static int IntSlider(GUIContent label, int value, int leftValue, int rightValue, params GUILayoutOption[] options)
Parameters
Optional label in front of the slider.
The value the slider shows. This determines the position of the draggable thumb.
The value at the left end of the slider.
The value at the right end of the slider.
An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the .
Additional Resources: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.
styleAdditional Resources: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.
Returns
Type | Description |
|---|---|
| int | The value that has been set by the user. |
Remarks

Create a grid of cloned Objects.
Examples
using UnityEditor;using UnityEngine;// Simple editor script that lets you clone your object in a gridpublic class IntSliderExample : EditorWindow{ int cloneTimesX = 1; int cloneTimesY = 1; int cloneTimesZ = 1; int spacing = 2; [MenuItem("Examples/Editor GUILayout IntSlider usage")] static void Init() { EditorWindow window = GetWindow(typeof(IntSliderExample)); window.Show(); } void OnGUI() { cloneTimesX = EditorGUILayout.IntSlider(cloneTimesX, 1, 10); cloneTimesY = EditorGUILayout.IntSlider(cloneTimesY, 1, 10); cloneTimesZ = EditorGUILayout.IntSlider(cloneTimesZ, 1, 10); if (GUILayout.Button("Duplicate object")) CloneSelected(); } void CloneSelected() { if (!Selection.activeGameObject) { Debug.LogError("Select a GameObject first"); return; } for (int i = 0; i < cloneTimesX; i++) for (int j = 0; j < cloneTimesY; j++) for (int k = 0; k < cloneTimesZ; k++) Instantiate(Selection.activeGameObject, new Vector3(i, j, k) * spacing, Selection.activeGameObject.transform.rotation); }}
IntSlider(SerializedProperty, int, int, GUILayoutOption[])
Make a slider the user can drag to change an integer value between a min and a max.
public static void IntSlider(SerializedProperty property, int leftValue, int rightValue, params GUILayoutOption[] options)
Parameters
The value the slider shows. This determines the position of the draggable thumb.
The value at the left end of the slider.
The value at the right end of the slider.
An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the .
Additional Resources: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.
styleAdditional Resources: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.
IntSlider(SerializedProperty, int, int, string, GUILayoutOption[])
Make a slider the user can drag to change an integer value between a min and a max.
public static void IntSlider(SerializedProperty property, int leftValue, int rightValue, string label, params GUILayoutOption[] options)
Parameters
The value the slider shows. This determines the position of the draggable thumb.
The value at the left end of the slider.
The value at the right end of the slider.
Optional label in front of the slider.
An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the .
Additional Resources: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.
styleAdditional Resources: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.
IntSlider(SerializedProperty, int, int, GUIContent, GUILayoutOption[])
Make a slider the user can drag to change an integer value between a min and a max.
public static void IntSlider(SerializedProperty property, int leftValue, int rightValue, GUIContent label, params GUILayoutOption[] options)
Parameters
The value the slider shows. This determines the position of the draggable thumb.
The value at the left end of the slider.
The value at the right end of the slider.
Optional label in front of the slider.
An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the .
Additional Resources: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.
styleAdditional Resources: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.