Version: 2022.3
LanguageEnglish
  • C#

EditorWindow.CreateGUI()

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

Description

CreateGUI is called when the EditorWindow's rootVisualElement is ready to be populated.

Use CreateGUI to add UI Toolkit UI elements to your window.

When creating a custom Editor window, follow these guidelines:

  • Put code dependent on UXML/USS loading in the CreateGUI method to ensure that all necessary assets are available.
  • Keep the event registration code inside CreateGUI or after CreateGUI is called.

It's important to note that CreateGUI might not be called before the first call to Update. For more information, refer to the order of execution of the Editor window.

For an example on how to create an Editor window to react to user input, refer to Create a custom Editor window with C# script.

// The window appears in front of the Editor.
// The window shows the type of a Unity object the cursor is over.

using UnityEngine;
using UnityEditor;
using UnityEngine.UIElements;

public class MouseOverWindowExample : EditorWindow
{
    string mouseOver = "Nothing...";
    Label label;

    [MenuItem("Examples/Mouse Over Example")]
    static void Init()
    {
        GetWindow<MouseOverWindowExample>("mouseOver");
    }

    void CreateGUI()
    {
        label = new Label($"Mouse over: {mouseOver}");
        rootVisualElement.Add(label);
    }

    void Update()
    {
        label.schedule.Execute(() =>
        {
            mouseOver = EditorWindow.mouseOverWindow ?
                        EditorWindow.mouseOverWindow.ToString() : "Nothing...";
            label.text = $"Mouse over: {mouseOver}";
        }).Every(10);
    }
}