AddDisabledItem
Add a disabled item to the menu.
Read time 1 minuteLast updated 12 days ago
Definition
- Type: Method
- Namespace: UnityEditor
- Assembly: UnityEditor.CoreModule
AddDisabledItem(GUIContent)
Add a disabled item to the menu.
public void AddDisabledItem(GUIContent content)
Parameters
The GUIContent to display as a disabled menu item.
Remarks
The example below shows a context menu with a disabled menu item that can be toggled on and off.

Additional Resources: GenericMenu.AddItem, GenericMenu.AddSeparator.
Examples
// This example shows how to create a context menu inside a custom EditorWindow,// where the first menu item toggles whether the second menu item is enabled// or disabled.using UnityEngine;using UnityEditor;public class MyWindow : EditorWindow{ [MenuItem("TestContextMenu/Open Window")] public static void Init() { var window = GetWindow(typeof(MyWindow)); window.position = new Rect(50, 50, 250, 60); window.Show(); } bool item2enabled = false; public void Toggle() { item2enabled = !item2enabled; Debug.Log("item2enabled: " + item2enabled); } public void Item2Callback() { Debug.Log("Item 2 Selected"); } public void OnGUI() { Event evt = Event.current; Rect contextRect = new Rect(10, 10, 100, 100); if (evt.type == EventType.ContextClick) { Vector2 mousePos = evt.mousePosition; if (contextRect.Contains(mousePos)) { // Now create the menu, add items and show it GenericMenu menu = new GenericMenu(); menu.AddItem(new GUIContent("Toggle item 2"), item2enabled, Toggle); if (item2enabled) { menu.AddItem(new GUIContent("Item 2"), false, Item2Callback); } else { menu.AddDisabledItem(new GUIContent("Item 2")); } menu.ShowAsContext(); evt.Use(); } } }}
AddDisabledItem(GUIContent, bool)
Add a disabled item to the menu.
public void AddDisabledItem(GUIContent content, bool on)
Parameters
The GUIContent to display as a disabled menu item.
Specifies whether to show that the item is currently activated (i.e. a tick next to the item in the menu).