# BeginDisabledGroup(bool)

> Create a group of controls that can be disabled.

## Definition

* **Type:** Method
* **Namespace:** [UnityEditor](/engine/6000.7/script-reference/unityeditor.md)
* **Assembly:** UnityEditor.CoreModule

```csharp
public static void BeginDisabledGroup(bool disabled)
```

### Parameters

**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): Boolean specifying if the controls inside the group should be disabled.

### Remarks

If disabled is true, the controls inside the group will be disabled. If false, the enabled/disabled state will not be changed.

Note: The use of [EditorGUI.DisabledScope](/engine/6000.7/script-reference/unityeditor/editorgui/disabledscope.md) is usually preferred over EditorGUI.BeginDisabledGroup()/EditorGUI.EndDisabledGroup(), as it provides a safer, scoped mechanism.  Please refer to the [EditorGUI.DisabledScope](/engine/6000.7/script-reference/unityeditor/editorgui/disabledscope.md) documentation for more information.

```csharp
using UnityEditor;

class ExampleClass
{
    bool canJump = false;
    float jumpHeight = 0f;

    void Example()
    {
        canJump = EditorGUILayout.Toggle("Can Jump", canJump);

        // Disable the jumping height control if canJump is false:
        EditorGUI.BeginDisabledGroup(canJump == false);
        jumpHeight = EditorGUILayout.FloatField("Jump Height", jumpHeight);
        EditorGUI.EndDisabledGroup();
    }
}
```

The group cannot be used to enable controls that would otherwise be disabled to begin with. The groups can be nested and the controls within a child group will be disabled both if that child group is itself disabled or if a parent group is.
