Legacy Documentation: Version 2018.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

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

GUIUtility.ExitGUI

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 method ExitGUI(): void;
public static void ExitGUI();

Description

Puts the GUI in a state that will prevent all subsequent immediate mode GUI functions from evaluating for the remainder of the GUI loop by throwing an ExitGUIException.

In Unity's immediate mode GUI system, the GUI loop procedes by calling GUI methods during a sequence of Events and these methods take action according to the Event.type. For example, when using GUILayout, controls will first receive a EventType.Layout event to determine how much space they need, and then later receive a EventType.Repaint event to actually draw into the space allocated for them.

In this sequence, it is expected that control IDs are requested and used in the same order for each Event that is processed during the GUI loop, and that the event loop does not re-enter itself. Use GUIUtility.ExitGUI in situations that might violate these assumptions, such as when a change in some value might change what controls are displayed next. Using this method can prevent errors such as ArgumentException: Getting control 0's position in a group with only 0 controls when doing Repaint.

See Also: GetControlID.

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