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Unity Engine


InspectorTitlebar

Make an inspector-window-like titlebar.
Read time 6 minutesLast updated 10 days ago

Definition

  • Type: Method
  • Namespace: UnityEditor
  • Assembly: UnityEditor.CoreModule

InspectorTitlebar(bool, Object)

Make an inspector-window-like titlebar.
public static bool InspectorTitlebar(bool foldout, Object targetObj)

Parameters

foldout

The foldout state shown with the arrow.

targetObj

The object (for example a component) or objects that the titlebar is for.

Returns

Type

Description

boolThe foldout state selected by the user.

Remarks

InspectorTitlebarUsage (InspectorTitlebar)
Create a custom inspector that shows the X,Y,Z,W quaternion components on the rotation.
// Create a custom transform inspector that shows the X,Y,Z,W// quaternion components instead of the rotation angles.using UnityEditor;using UnityEngine;public class InspectorTitlebarExample : EditorWindow{ bool fold = true; Vector4 rotationComponents; Transform selectedTransform; [MenuItem("Examples/Inspector Titlebar")] static void Init() { var window = GetWindow(typeof(InspectorTitlebarExample)); window.Show(); } void OnGUI() { if (Selection.activeGameObject) { selectedTransform = Selection.activeGameObject.transform; fold = EditorGUILayout.InspectorTitlebar(fold, selectedTransform); if (fold) { selectedTransform.position = EditorGUILayout.Vector3Field("Position", selectedTransform.position); EditorGUILayout.Space(); rotationComponents = EditorGUILayout.Vector4Field("Detailed Rotation", QuaternionToVector4(selectedTransform.localRotation)); EditorGUILayout.Space(); selectedTransform.localScale = EditorGUILayout.Vector3Field("Scale", selectedTransform.localScale); } selectedTransform.localRotation = ConvertToQuaternion(rotationComponents); EditorGUILayout.Space(); } } Quaternion ConvertToQuaternion(Vector4 v4) { return new Quaternion(v4.x, v4.y, v4.z, v4.w); } Vector4 QuaternionToVector4(Quaternion q) { return new Vector4(q.x, q.y, q.z, q.w); } void OnInspectorUpdate() { this.Repaint(); }}
The titlebar has an arrow for folding out, a help icon, and a settings menu that depends on the type of the object supplied.

InspectorTitlebar(bool, Object, bool)

Make an inspector-window-like titlebar.
public static bool InspectorTitlebar(bool foldout, Object targetObj, bool expandable)

Parameters

foldout

The foldout state shown with the arrow.

targetObj

The object (for example a component) or objects that the titlebar is for.

expandable

Returns

Type

Description

boolThe foldout state selected by the user.

Remarks

InspectorTitlebarUsage (InspectorTitlebar)
Create a custom inspector that shows the X,Y,Z,W quaternion components on the rotation.
// Create a custom transform inspector that shows the X,Y,Z,W// quaternion components instead of the rotation angles.using UnityEditor;using UnityEngine;public class InspectorTitlebarExample : EditorWindow{ bool fold = true; Vector4 rotationComponents; Transform selectedTransform; [MenuItem("Examples/Inspector Titlebar")] static void Init() { var window = GetWindow(typeof(InspectorTitlebarExample)); window.Show(); } void OnGUI() { if (Selection.activeGameObject) { selectedTransform = Selection.activeGameObject.transform; fold = EditorGUILayout.InspectorTitlebar(fold, selectedTransform); if (fold) { selectedTransform.position = EditorGUILayout.Vector3Field("Position", selectedTransform.position); EditorGUILayout.Space(); rotationComponents = EditorGUILayout.Vector4Field("Detailed Rotation", QuaternionToVector4(selectedTransform.localRotation)); EditorGUILayout.Space(); selectedTransform.localScale = EditorGUILayout.Vector3Field("Scale", selectedTransform.localScale); } selectedTransform.localRotation = ConvertToQuaternion(rotationComponents); EditorGUILayout.Space(); } } Quaternion ConvertToQuaternion(Vector4 v4) { return new Quaternion(v4.x, v4.y, v4.z, v4.w); } Vector4 QuaternionToVector4(Quaternion q) { return new Vector4(q.x, q.y, q.z, q.w); } void OnInspectorUpdate() { this.Repaint(); }}
The titlebar has an arrow for folding out, a help icon, and a settings menu that depends on the type of the object supplied.

InspectorTitlebar(bool, Object[])

Make an inspector-window-like titlebar.
public static bool InspectorTitlebar(bool foldout, Object[] targetObjs)

Parameters

foldout

The foldout state shown with the arrow.

targetObjs

Returns

Type

Description

boolThe foldout state selected by the user.

Remarks

InspectorTitlebarUsage (InspectorTitlebar)
Create a custom inspector that shows the X,Y,Z,W quaternion components on the rotation.
// Create a custom transform inspector that shows the X,Y,Z,W// quaternion components instead of the rotation angles.using UnityEditor;using UnityEngine;public class InspectorTitlebarExample : EditorWindow{ bool fold = true; Vector4 rotationComponents; Transform selectedTransform; [MenuItem("Examples/Inspector Titlebar")] static void Init() { var window = GetWindow(typeof(InspectorTitlebarExample)); window.Show(); } void OnGUI() { if (Selection.activeGameObject) { selectedTransform = Selection.activeGameObject.transform; fold = EditorGUILayout.InspectorTitlebar(fold, selectedTransform); if (fold) { selectedTransform.position = EditorGUILayout.Vector3Field("Position", selectedTransform.position); EditorGUILayout.Space(); rotationComponents = EditorGUILayout.Vector4Field("Detailed Rotation", QuaternionToVector4(selectedTransform.localRotation)); EditorGUILayout.Space(); selectedTransform.localScale = EditorGUILayout.Vector3Field("Scale", selectedTransform.localScale); } selectedTransform.localRotation = ConvertToQuaternion(rotationComponents); EditorGUILayout.Space(); } } Quaternion ConvertToQuaternion(Vector4 v4) { return new Quaternion(v4.x, v4.y, v4.z, v4.w); } Vector4 QuaternionToVector4(Quaternion q) { return new Vector4(q.x, q.y, q.z, q.w); } void OnInspectorUpdate() { this.Repaint(); }}
The titlebar has an arrow for folding out, a help icon, and a settings menu that depends on the type of the object supplied.

InspectorTitlebar(bool, Object[], bool)

Make an inspector-window-like titlebar.
public static bool InspectorTitlebar(bool foldout, Object[] targetObjs, bool expandable)

Parameters

foldout

The foldout state shown with the arrow.

targetObjs


expandable

Returns

Type

Description

boolThe foldout state selected by the user.

Remarks

InspectorTitlebarUsage (InspectorTitlebar)
Create a custom inspector that shows the X,Y,Z,W quaternion components on the rotation.
// Create a custom transform inspector that shows the X,Y,Z,W// quaternion components instead of the rotation angles.using UnityEditor;using UnityEngine;public class InspectorTitlebarExample : EditorWindow{ bool fold = true; Vector4 rotationComponents; Transform selectedTransform; [MenuItem("Examples/Inspector Titlebar")] static void Init() { var window = GetWindow(typeof(InspectorTitlebarExample)); window.Show(); } void OnGUI() { if (Selection.activeGameObject) { selectedTransform = Selection.activeGameObject.transform; fold = EditorGUILayout.InspectorTitlebar(fold, selectedTransform); if (fold) { selectedTransform.position = EditorGUILayout.Vector3Field("Position", selectedTransform.position); EditorGUILayout.Space(); rotationComponents = EditorGUILayout.Vector4Field("Detailed Rotation", QuaternionToVector4(selectedTransform.localRotation)); EditorGUILayout.Space(); selectedTransform.localScale = EditorGUILayout.Vector3Field("Scale", selectedTransform.localScale); } selectedTransform.localRotation = ConvertToQuaternion(rotationComponents); EditorGUILayout.Space(); } } Quaternion ConvertToQuaternion(Vector4 v4) { return new Quaternion(v4.x, v4.y, v4.z, v4.w); } Vector4 QuaternionToVector4(Quaternion q) { return new Vector4(q.x, q.y, q.z, q.w); } void OnInspectorUpdate() { this.Repaint(); }}
The titlebar has an arrow for folding out, a help icon, and a settings menu that depends on the type of the object supplied.

InspectorTitlebar(bool, Editor)

Make an inspector-window-like titlebar.
public static bool InspectorTitlebar(bool foldout, Editor editor)

Parameters

foldout

The foldout state shown with the arrow.

editor

Returns

Type

Description

boolThe foldout state selected by the user.

Remarks

InspectorTitlebarUsage (InspectorTitlebar)
Create a custom inspector that shows the X,Y,Z,W quaternion components on the rotation.
// Create a custom transform inspector that shows the X,Y,Z,W// quaternion components instead of the rotation angles.using UnityEditor;using UnityEngine;public class InspectorTitlebarExample : EditorWindow{ bool fold = true; Vector4 rotationComponents; Transform selectedTransform; [MenuItem("Examples/Inspector Titlebar")] static void Init() { var window = GetWindow(typeof(InspectorTitlebarExample)); window.Show(); } void OnGUI() { if (Selection.activeGameObject) { selectedTransform = Selection.activeGameObject.transform; fold = EditorGUILayout.InspectorTitlebar(fold, selectedTransform); if (fold) { selectedTransform.position = EditorGUILayout.Vector3Field("Position", selectedTransform.position); EditorGUILayout.Space(); rotationComponents = EditorGUILayout.Vector4Field("Detailed Rotation", QuaternionToVector4(selectedTransform.localRotation)); EditorGUILayout.Space(); selectedTransform.localScale = EditorGUILayout.Vector3Field("Scale", selectedTransform.localScale); } selectedTransform.localRotation = ConvertToQuaternion(rotationComponents); EditorGUILayout.Space(); } } Quaternion ConvertToQuaternion(Vector4 v4) { return new Quaternion(v4.x, v4.y, v4.z, v4.w); } Vector4 QuaternionToVector4(Quaternion q) { return new Vector4(q.x, q.y, q.z, q.w); } void OnInspectorUpdate() { this.Repaint(); }}
The titlebar has an arrow for folding out, a help icon, and a settings menu that depends on the type of the object supplied.

InspectorTitlebar(Object[])

Make an inspector-window-like titlebar.
public static void InspectorTitlebar(Object[] targetObjs)

Parameters

targetObjs

Remarks

InspectorTitlebarUsage (InspectorTitlebar)
Create a custom inspector that shows the X,Y,Z,W quaternion components on the rotation.
// Create a custom transform inspector that shows the X,Y,Z,W// quaternion components instead of the rotation angles.using UnityEditor;using UnityEngine;public class InspectorTitlebarExample : EditorWindow{ bool fold = true; Vector4 rotationComponents; Transform selectedTransform; [MenuItem("Examples/Inspector Titlebar")] static void Init() { var window = GetWindow(typeof(InspectorTitlebarExample)); window.Show(); } void OnGUI() { if (Selection.activeGameObject) { selectedTransform = Selection.activeGameObject.transform; fold = EditorGUILayout.InspectorTitlebar(fold, selectedTransform); if (fold) { selectedTransform.position = EditorGUILayout.Vector3Field("Position", selectedTransform.position); EditorGUILayout.Space(); rotationComponents = EditorGUILayout.Vector4Field("Detailed Rotation", QuaternionToVector4(selectedTransform.localRotation)); EditorGUILayout.Space(); selectedTransform.localScale = EditorGUILayout.Vector3Field("Scale", selectedTransform.localScale); } selectedTransform.localRotation = ConvertToQuaternion(rotationComponents); EditorGUILayout.Space(); } } Quaternion ConvertToQuaternion(Vector4 v4) { return new Quaternion(v4.x, v4.y, v4.z, v4.w); } Vector4 QuaternionToVector4(Quaternion q) { return new Vector4(q.x, q.y, q.z, q.w); } void OnInspectorUpdate() { this.Repaint(); }}
The titlebar has an arrow for folding out, a help icon, and a settings menu that depends on the type of the object supplied.