Version: 2017.4
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EditorGUILayout.Foldout

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public static method Foldout(foldout: bool, content: string, toggleOnLabelClick: bool, style: GUIStyle = EditorStyles.foldout): bool;
public static bool Foldout(bool foldout, string content, bool toggleOnLabelClick, GUIStyle style = EditorStyles.foldout);
public static method Foldout(foldout: bool, content: GUIContent, toggleOnLabelClick: bool, style: GUIStyle = EditorStyles.foldout): bool;
public static bool Foldout(bool foldout, GUIContent content, bool toggleOnLabelClick, GUIStyle style = EditorStyles.foldout);
public static method Foldout(foldout: bool, content: string, style: GUIStyle = EditorStyles.foldout): bool;
public static bool Foldout(bool foldout, string content, GUIStyle style = EditorStyles.foldout);
public static method Foldout(foldout: bool, content: GUIContent, style: GUIStyle = EditorStyles.foldout): bool;
public static bool Foldout(bool foldout, GUIContent content, GUIStyle style = EditorStyles.foldout);

Parameters

foldoutThe shown foldout state.
contentThe label to show.
styleOptional GUIStyle.
toggleOnLabelClickWhether to toggle the foldout state when the label is clicked.

Returns

bool The foldout state selected by the user. If true, you should render sub-objects.

Description

Make a label with a foldout arrow to the left of it.

This is useful for creating tree or folder like structures where child objects are only shown if the parent is folded out.


Create a foldable menu that hides/shows the selected transform.

#pragma strict

// Create a foldable menu that hides/shows the selected transform position. // If no Transform is selected, the Foldout item will be folded until // a transform is selected.

public class FoldoutUsageJS extends EditorWindow {

var showPosition: boolean = true; var status: String = "Select a GameObject";

@MenuItem("Examples/Foldout Usage") static function Init() { var window = GetWindow(FoldoutUsageJS); window.Show(); }

public function OnGUI() { showPosition = EditorGUILayout.Foldout(showPosition, status); if (showPosition)if (Selection.activeTransform) { Selection.activeTransform.position = EditorGUILayout.Vector3Field("Position", Selection.activeTransform.position); status = Selection.activeTransform.name; } if (!Selection.activeTransform) { status = "Select a GameObject"; showPosition = false; } }

public function OnInspectorUpdate() { this.Repaint(); } }
// Create a foldable menu that hides/shows the selected transform position.
// If no Transform is selected, the Foldout item will be folded until
// a transform is selected.

using UnityEditor; using UnityEngine;

public class FoldoutUsage : EditorWindow { bool showPosition = true; string status = "Select a GameObject";

[MenuItem("Examples/Foldout Usage")] static void Init() { FoldoutUsage window = (FoldoutUsage)GetWindow(typeof(FoldoutUsage)); window.Show(); }

public void OnGUI() { showPosition = EditorGUILayout.Foldout(showPosition, status); if (showPosition) if (Selection.activeTransform) { Selection.activeTransform.position = EditorGUILayout.Vector3Field("Position", Selection.activeTransform.position); status = Selection.activeTransform.name; }

if (!Selection.activeTransform) { status = "Select a GameObject"; showPosition = false; } }

public void OnInspectorUpdate() { this.Repaint(); } }