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EditorGUILayout.InspectorTitlebar

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public static function InspectorTitlebar(foldout: bool, targetObj: Object): bool;
public static bool InspectorTitlebar(bool foldout, Object targetObj);
public static function InspectorTitlebar(foldout: bool, targetObjs: Object[]): bool;
public static bool InspectorTitlebar(bool foldout, Object[] targetObjs);

Parameters

foldout The foldout state shown with the arrow.
targetObj The object (for example a component) or objects that the titlebar is for.

Returns

bool The foldout state selected by the user.

Description

Make an inspector-window-like titlebar.


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.

class InspectorTitlebarUsage extends EditorWindow {

var fold : boolean = true; var rotationComponents : Vector4; var selectedTransform : Transform;

@MenuItem("Examples/Inspector Titlebar") static function Init() { var window = GetWindow(InspectorTitlebarUsage); window.Show(); }

function 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(); } }

function ConvertToQuaternion(v4 : Vector4) { return Quaternion(v4.x, v4.y, v4.z, v4.w); }

function QuaternionToVector4(q : Quaternion) { return Vector4(q.x, q.y, q.z, q.w); }

function OnInspectorUpdate() { this.Repaint(); } }
// 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.

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