# enabled

> Is the GUI enabled?

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.6/script-reference/unityengine.md)
* **Assembly:** UnityEngine.IMGUIModule

```csharp
public static bool enabled { get; set; }
```

### Remarks

Set this value to false to disable all GUI interactions. All controls will be drawn semi-transparently, and will not respond to user input.

![GUIEnabled (enabled)](/api/media?file=/engine/6000.6/media/images/GUIEnabled.png)

*Enabled / Disabled GUI controls.*

### Examples

```csharp
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour
{
    // The value tracking whether or not the extended options can be toggled.
    public bool allOptions = true;

    // The 2 extended options.
    public bool extended1 = true;
    public bool extended2 = true;

    void OnGUI()
    {
        // Make a toggle control that allows the user to edit some extended options.
        allOptions = GUI.Toggle(new Rect(0, 0, 150, 20), allOptions, "Edit All Options");

        // Assign the value of it to the GUI.enabled - if the checkbox above
        // is disabled, so will these GUI elements be
        GUI.enabled = allOptions;

        // These two controls will only be enabled if the button above is on.
        extended1 = GUI.Toggle(new Rect(20, 20, 130, 20), extended1, "Extended Option 1");
        extended2 = GUI.Toggle(new Rect(20, 40, 130, 20), extended2, "Extended Option 2");

        // We're done with the conditional block, so make GUI code be enabled again.
        GUI.enabled = true;

        // Make an Ok button
        if (GUI.Button(new Rect(0, 60, 150, 20), "OK"))
        {
            print("user clicked ok");
        }
    }
}
```
