Legacy Documentation: Version 2017.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

EditorUtility.ClearProgressBar

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static function ClearProgressBar(): void;
public static void ClearProgressBar();

Description

Removes progress bar.

Will remove any progress bar previously shown using EditorUtility.DisplayProgressBar.

See Also: DisplayProgressBar, DisplayCancelableProgressBar functions.

#pragma strict
public class CancelableProgressBarExample extends EditorWindow {
	static var secs: int = 0;
	static var startVal: double = 0;
	static var progress: double = 0;
	@MenuItem("Example/Cancelable Progress Bar")
	static function Init() {
		// Get existing open window or if none, make a new one:
		var window: CancelableProgressBarExample = CancelableProgressBarExampleEditorWindow.GetWindow(CancelableProgressBarExample);
		window.Show();
	}
	function OnGUI() {
		if (secs > 0) {
			if (GUILayout.Button("Display bar"))
				startVal = EditorApplication.timeSinceStartup;
			progress = EditorApplication.timeSinceStartup - startVal;
			if (progress < secs) {
				if (EditorUtility.DisplayCancelableProgressBar("Simple Progress Bar", "Shows a progress bar for the given seconds", float(progress / secs))) {
					Debug.Log("Progress bar canceled by the user");
					startVal = 0;
				}
			}
			else
				EditorUtility.ClearProgressBar();
		}
		else
			secs = EditorGUILayout.IntField("Time to wait:", secs);
	}
	function OnInspectorUpdate() {
		Repaint();
	}
}
using UnityEngine;
using UnityEditor;

public class CancelableProgressBarExample : EditorWindow { static int secs = 0; static double startVal = 0; static double progress = 0;

[MenuItem("Example/Cancelable Progress Bar")] static void Init() { // Get existing open window or if none, make a new one: CancelableProgressBarExample window = (CancelableProgressBarExample)EditorWindow.GetWindow(typeof(CancelableProgressBarExample)); window.Show(); }

void OnGUI() { if (secs > 0) { if (GUILayout.Button("Display bar")) startVal = EditorApplication.timeSinceStartup;

progress = EditorApplication.timeSinceStartup - startVal;

if (progress < secs) { if (EditorUtility.DisplayCancelableProgressBar( "Simple Progress Bar", "Shows a progress bar for the given seconds", (float)(progress / secs))) { Debug.Log("Progress bar canceled by the user"); startVal = 0; } } else EditorUtility.ClearProgressBar(); } else secs = EditorGUILayout.IntField("Time to wait:", secs); }

void OnInspectorUpdate() { Repaint(); } }

Did you find this page useful? Please give it a rating: