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Unity Engine


DisplayCancelableProgressBar(string, string, float)

Displays or updates a progress bar that has a cancel button.
Read time 1 minuteLast updated 8 days ago

Definition

  • Type: Method
  • Namespace: UnityEditor
  • Assembly: UnityEditor.CoreModule
public static bool DisplayCancelableProgressBar(string title, string info, float progress)

Parameters

title


info


progress

Returns

Type

Description

bool

Remarks

The window title sets to
title
and the info sets to
info
. Set progress should to a value between 0.0 and 1.0, where 0 indicates nothing is loaded and 1.0 indicates loading is complete.
This is useful when you perform a long blocking operation in an Editor script, and want to notify the user of progress. Use this method for long operations that make the Editor non-responsive. For long operations that happen in the background, use the Progress class instead.
A return value of true indicates that the user pressed the Cancel button. When the return value is true, you must stop the task that is in progress. After you display the progress bar, use EditorUtility.ClearProgressBar to clear it.
EditorUtilityDisplayCancelableProgressBar (DisplayCancelableProgressBar(string, string, float))
Cancelable progress bar in the Editor.

Examples

using System.Threading;using UnityEditor;using UnityEngine;// Shows a cancellable progress bar for the specified number of seconds.public class EditorUtilityDisplayCancelableProgressBar : EditorWindow{ public float secs = 5f; [MenuItem("Examples/Progress Bar Usage")] static void Init() { var window = GetWindow(typeof(EditorUtilityDisplayCancelableProgressBar)); window.Show(); } void OnGUI() { secs = EditorGUILayout.Slider("Time to wait:", secs, 1.0f, 20.0f); if (GUILayout.Button("Display bar")) { var step = 0.1f; for (float t = 0; t < secs; t += step) { if (EditorUtility.DisplayCancelableProgressBar("Cancelable", "Doing some work...", t / secs)) break; // Normally, some computation happens here. // This example uses Sleep. Thread.Sleep((int)(step * 1000.0f)); } EditorUtility.ClearProgressBar(); } }}