Window
Make a popup window that layouts its contents automatically.
Read time 15 minutesLast updated 4 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.IMGUIModule
Window(int, Rect, WindowFunction, string, GUILayoutOption[])
Make a popup window that layouts its contents automatically.
public static Rect Window(int id, Rect screenRect, GUI.WindowFunction func, string text, params GUILayoutOption[] options)
Parameters
A unique ID to use for each window. This is the ID you'll use to interface to it.
Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit.
The function that creates the GUI the window. This function must take one parameter - the of the window it's currently making GUI for.
insideidText to display as a title for the window.
An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the or the you pass in.
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight
stylescreenRectGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight
Returns
Type | Description |
|---|---|
| Rect | The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. |
Remarks
Windows float above normal GUI controls, feature click-to-focus and can optionally be dragged around by the end user. Unlike other controls, you need to pass them a separate function for the GUI controls to put inside the window. Here is a small example to get you started:

Window in the Game View.
The screen rectangle you pass in to the function only acts as a guide. To Apply extra limits to the window, pass in some extra layout options. The ones applied here will override the size calculated. Here is a small example:
Additional Resources: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight
Examples
using UnityEngine;public class ExampleScript : MonoBehaviour{ Rect windowRect = new Rect(20, 20, 120, 50); void OnGUI() { // Register the window. Notice the 3rd parameter windowRect = GUILayout.Window(0, windowRect, DoMyWindow, "My Window"); } // Make the contents of the window void DoMyWindow(int windowID) { // This button will size to fit the window if (GUILayout.Button("Hello World")) { print("Got a click"); } }}
using UnityEngine;public class ExampleScript : MonoBehaviour{ Rect windowRect = new Rect(20, 20, 120, 50); void OnGUI() { // Register the window. Here we instruct the layout system to // make the window 100 pixels wide no matter what. windowRect = GUILayout.Window(0, windowRect, DoMyWindow, "My Window", GUILayout.Width(100)); } // Make the contents of the window void DoMyWindow(int windowID) { // This button is too large to fit the window // Normally, the window would have been expanded to fit the button, but due to // the GUILayout.Width call above the window will only ever be 100 pixels wide if (GUILayout.Button("Please click me a lot")) { print("Got a click"); } }}
Window(int, Rect, WindowFunction, Texture, GUILayoutOption[])
Make a popup window that layouts its contents automatically.
public static Rect Window(int id, Rect screenRect, GUI.WindowFunction func, Texture image, params GUILayoutOption[] options)
Parameters
A unique ID to use for each window. This is the ID you'll use to interface to it.
Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit.
The function that creates the GUI the window. This function must take one parameter - the of the window it's currently making GUI for.
insideidAn optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the or the you pass in.
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight
stylescreenRectGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight
Returns
Type | Description |
|---|---|
| Rect | The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. |
Remarks
Windows float above normal GUI controls, feature click-to-focus and can optionally be dragged around by the end user. Unlike other controls, you need to pass them a separate function for the GUI controls to put inside the window. Here is a small example to get you started:

Window in the Game View.
The screen rectangle you pass in to the function only acts as a guide. To Apply extra limits to the window, pass in some extra layout options. The ones applied here will override the size calculated. Here is a small example:
Additional Resources: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight
Examples
using UnityEngine;public class ExampleScript : MonoBehaviour{ Rect windowRect = new Rect(20, 20, 120, 50); void OnGUI() { // Register the window. Notice the 3rd parameter windowRect = GUILayout.Window(0, windowRect, DoMyWindow, "My Window"); } // Make the contents of the window void DoMyWindow(int windowID) { // This button will size to fit the window if (GUILayout.Button("Hello World")) { print("Got a click"); } }}
using UnityEngine;public class ExampleScript : MonoBehaviour{ Rect windowRect = new Rect(20, 20, 120, 50); void OnGUI() { // Register the window. Here we instruct the layout system to // make the window 100 pixels wide no matter what. windowRect = GUILayout.Window(0, windowRect, DoMyWindow, "My Window", GUILayout.Width(100)); } // Make the contents of the window void DoMyWindow(int windowID) { // This button is too large to fit the window // Normally, the window would have been expanded to fit the button, but due to // the GUILayout.Width call above the window will only ever be 100 pixels wide if (GUILayout.Button("Please click me a lot")) { print("Got a click"); } }}
Window(int, Rect, WindowFunction, GUIContent, GUILayoutOption[])
Make a popup window that layouts its contents automatically.
public static Rect Window(int id, Rect screenRect, GUI.WindowFunction func, GUIContent content, params GUILayoutOption[] options)
Parameters
A unique ID to use for each window. This is the ID you'll use to interface to it.
Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit.
The function that creates the GUI the window. This function must take one parameter - the of the window it's currently making GUI for.
insideidText, image and tooltip for this window.
An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the or the you pass in.
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight
stylescreenRectGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight
Returns
Type | Description |
|---|---|
| Rect | The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. |
Remarks
Windows float above normal GUI controls, feature click-to-focus and can optionally be dragged around by the end user. Unlike other controls, you need to pass them a separate function for the GUI controls to put inside the window. Here is a small example to get you started:

Window in the Game View.
The screen rectangle you pass in to the function only acts as a guide. To Apply extra limits to the window, pass in some extra layout options. The ones applied here will override the size calculated. Here is a small example:
Additional Resources: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight
Examples
using UnityEngine;public class ExampleScript : MonoBehaviour{ Rect windowRect = new Rect(20, 20, 120, 50); void OnGUI() { // Register the window. Notice the 3rd parameter windowRect = GUILayout.Window(0, windowRect, DoMyWindow, "My Window"); } // Make the contents of the window void DoMyWindow(int windowID) { // This button will size to fit the window if (GUILayout.Button("Hello World")) { print("Got a click"); } }}
using UnityEngine;public class ExampleScript : MonoBehaviour{ Rect windowRect = new Rect(20, 20, 120, 50); void OnGUI() { // Register the window. Here we instruct the layout system to // make the window 100 pixels wide no matter what. windowRect = GUILayout.Window(0, windowRect, DoMyWindow, "My Window", GUILayout.Width(100)); } // Make the contents of the window void DoMyWindow(int windowID) { // This button is too large to fit the window // Normally, the window would have been expanded to fit the button, but due to // the GUILayout.Width call above the window will only ever be 100 pixels wide if (GUILayout.Button("Please click me a lot")) { print("Got a click"); } }}
Window(int, Rect, WindowFunction, string, GUIStyle, GUILayoutOption[])
Make a popup window that layouts its contents automatically.
public static Rect Window(int id, Rect screenRect, GUI.WindowFunction func, string text, GUIStyle style, params GUILayoutOption[] options)
Parameters
A unique ID to use for each window. This is the ID you'll use to interface to it.
Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit.
The function that creates the GUI the window. This function must take one parameter - the of the window it's currently making GUI for.
insideidText to display as a title for the window.
An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the or the you pass in.
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight
stylescreenRectGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight
Returns
Type | Description |
|---|---|
| Rect | The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. |
Remarks
Windows float above normal GUI controls, feature click-to-focus and can optionally be dragged around by the end user. Unlike other controls, you need to pass them a separate function for the GUI controls to put inside the window. Here is a small example to get you started:

Window in the Game View.
The screen rectangle you pass in to the function only acts as a guide. To Apply extra limits to the window, pass in some extra layout options. The ones applied here will override the size calculated. Here is a small example:
Additional Resources: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight
Examples
using UnityEngine;public class ExampleScript : MonoBehaviour{ Rect windowRect = new Rect(20, 20, 120, 50); void OnGUI() { // Register the window. Notice the 3rd parameter windowRect = GUILayout.Window(0, windowRect, DoMyWindow, "My Window"); } // Make the contents of the window void DoMyWindow(int windowID) { // This button will size to fit the window if (GUILayout.Button("Hello World")) { print("Got a click"); } }}
using UnityEngine;public class ExampleScript : MonoBehaviour{ Rect windowRect = new Rect(20, 20, 120, 50); void OnGUI() { // Register the window. Here we instruct the layout system to // make the window 100 pixels wide no matter what. windowRect = GUILayout.Window(0, windowRect, DoMyWindow, "My Window", GUILayout.Width(100)); } // Make the contents of the window void DoMyWindow(int windowID) { // This button is too large to fit the window // Normally, the window would have been expanded to fit the button, but due to // the GUILayout.Width call above the window will only ever be 100 pixels wide if (GUILayout.Button("Please click me a lot")) { print("Got a click"); } }}
Window(int, Rect, WindowFunction, Texture, GUIStyle, GUILayoutOption[])
Make a popup window that layouts its contents automatically.
public static Rect Window(int id, Rect screenRect, GUI.WindowFunction func, Texture image, GUIStyle style, params GUILayoutOption[] options)
Parameters
A unique ID to use for each window. This is the ID you'll use to interface to it.
Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit.
The function that creates the GUI the window. This function must take one parameter - the of the window it's currently making GUI for.
insideidAn optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the or the you pass in.
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight
stylescreenRectGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight
Returns
Type | Description |
|---|---|
| Rect | The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. |
Remarks
Windows float above normal GUI controls, feature click-to-focus and can optionally be dragged around by the end user. Unlike other controls, you need to pass them a separate function for the GUI controls to put inside the window. Here is a small example to get you started:

Window in the Game View.
The screen rectangle you pass in to the function only acts as a guide. To Apply extra limits to the window, pass in some extra layout options. The ones applied here will override the size calculated. Here is a small example:
Additional Resources: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight
Examples
using UnityEngine;public class ExampleScript : MonoBehaviour{ Rect windowRect = new Rect(20, 20, 120, 50); void OnGUI() { // Register the window. Notice the 3rd parameter windowRect = GUILayout.Window(0, windowRect, DoMyWindow, "My Window"); } // Make the contents of the window void DoMyWindow(int windowID) { // This button will size to fit the window if (GUILayout.Button("Hello World")) { print("Got a click"); } }}
using UnityEngine;public class ExampleScript : MonoBehaviour{ Rect windowRect = new Rect(20, 20, 120, 50); void OnGUI() { // Register the window. Here we instruct the layout system to // make the window 100 pixels wide no matter what. windowRect = GUILayout.Window(0, windowRect, DoMyWindow, "My Window", GUILayout.Width(100)); } // Make the contents of the window void DoMyWindow(int windowID) { // This button is too large to fit the window // Normally, the window would have been expanded to fit the button, but due to // the GUILayout.Width call above the window will only ever be 100 pixels wide if (GUILayout.Button("Please click me a lot")) { print("Got a click"); } }}
Window(int, Rect, WindowFunction, GUIContent, GUIStyle, GUILayoutOption[])
Make a popup window that layouts its contents automatically.
public static Rect Window(int id, Rect screenRect, GUI.WindowFunction func, GUIContent content, GUIStyle style, params GUILayoutOption[] options)
Parameters
A unique ID to use for each window. This is the ID you'll use to interface to it.
Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit.
The function that creates the GUI the window. This function must take one parameter - the of the window it's currently making GUI for.
insideidText, image and tooltip for this window.
An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the or the you pass in.
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight
stylescreenRectGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight
Returns
Type | Description |
|---|---|
| Rect | The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. |
Remarks
Windows float above normal GUI controls, feature click-to-focus and can optionally be dragged around by the end user. Unlike other controls, you need to pass them a separate function for the GUI controls to put inside the window. Here is a small example to get you started:

Window in the Game View.
The screen rectangle you pass in to the function only acts as a guide. To Apply extra limits to the window, pass in some extra layout options. The ones applied here will override the size calculated. Here is a small example:
Additional Resources: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight
Examples
using UnityEngine;public class ExampleScript : MonoBehaviour{ Rect windowRect = new Rect(20, 20, 120, 50); void OnGUI() { // Register the window. Notice the 3rd parameter windowRect = GUILayout.Window(0, windowRect, DoMyWindow, "My Window"); } // Make the contents of the window void DoMyWindow(int windowID) { // This button will size to fit the window if (GUILayout.Button("Hello World")) { print("Got a click"); } }}
using UnityEngine;public class ExampleScript : MonoBehaviour{ Rect windowRect = new Rect(20, 20, 120, 50); void OnGUI() { // Register the window. Here we instruct the layout system to // make the window 100 pixels wide no matter what. windowRect = GUILayout.Window(0, windowRect, DoMyWindow, "My Window", GUILayout.Width(100)); } // Make the contents of the window void DoMyWindow(int windowID) { // This button is too large to fit the window // Normally, the window would have been expanded to fit the button, but due to // the GUILayout.Width call above the window will only ever be 100 pixels wide if (GUILayout.Button("Please click me a lot")) { print("Got a click"); } }}