Version: 2022.3
LanguageEnglish
  • C#

EditorGUILayout.BeginToggleGroup

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

Declaration

public static bool BeginToggleGroup(string label, bool toggle);

Declaration

public static bool BeginToggleGroup(GUIContent label, bool toggle);

Parameters

label Label to show above the toggled controls.
toggle Enabled state of the toggle group.

Returns

bool The enabled state selected by the user.

Description

Begin a vertical group with a toggle to enable or disable all the controls within at once.

Additional resources: EndToggleGroup.


Align position/rotation/scale of the selected GameObjects.

// Simple script that lets you align GameObjects
// position/rotation/scale wise with the selected active transform

using UnityEngine; using UnityEditor;

public class Aligner : EditorWindow { bool[] pos = new bool[3] { true, true, true }; bool[] rot = new bool[3] { true, true, true }; bool[] scale = new bool[3] { true, true, true };

bool posGroupEnabled = true; bool rotGroupEnabled = true; bool scaleGroupEnabled = false;

void OnGUI() { posGroupEnabled = EditorGUILayout.BeginToggleGroup("Align position", posGroupEnabled); pos[0] = EditorGUILayout.Toggle("x", pos[0]); pos[1] = EditorGUILayout.Toggle("y", pos[1]); pos[2] = EditorGUILayout.Toggle("z", pos[2]); EditorGUILayout.EndToggleGroup();

rotGroupEnabled = EditorGUILayout.BeginToggleGroup("Align rotation", rotGroupEnabled); rot[0] = EditorGUILayout.Toggle("x", rot[0]); rot[1] = EditorGUILayout.Toggle("y", rot[1]); rot[2] = EditorGUILayout.Toggle("z", rot[2]); EditorGUILayout.EndToggleGroup();

scaleGroupEnabled = EditorGUILayout.BeginToggleGroup("Align scale", scaleGroupEnabled); scale[0] = EditorGUILayout.Toggle("x", scale[0]); scale[1] = EditorGUILayout.Toggle("y", scale[1]); scale[2] = EditorGUILayout.Toggle("z", scale[2]); EditorGUILayout.EndToggleGroup();

GUILayout.Space(30); if (GUILayout.Button("Align!")) Align(); }

void Align() { Transform[] transforms = Selection.transforms; Transform activeTransform = Selection.activeTransform; if (transforms.Length < 2) { Debug.LogWarning("Aligner: select at least two objects."); return; } for (int i = 0; i < transforms.Length; i++) { if (posGroupEnabled) { Vector3 newPos; newPos.x = pos[0] ? activeTransform.position.x : transforms[i].position.x; newPos.y = pos[1] ? activeTransform.position.y : transforms[i].position.y; newPos.z = pos[2] ? activeTransform.position.z : transforms[i].position.z; transforms[i].position = newPos; } if (rotGroupEnabled) { Vector3 newRot; newRot.x = rot[0] ? activeTransform.rotation.eulerAngles.x : transforms[i].rotation.eulerAngles.x; newRot.y = rot[1] ? activeTransform.rotation.eulerAngles.y : transforms[i].rotation.eulerAngles.y; newRot.z = rot[2] ? activeTransform.rotation.eulerAngles.z : transforms[i].rotation.eulerAngles.z; transforms[i].rotation = Quaternion.Euler(newRot); } if (scaleGroupEnabled) { Vector3 newScale; newScale.x = scale[0] ? activeTransform.localScale.x : transforms[i].localScale.x; newScale.y = scale[1] ? activeTransform.localScale.y : transforms[i].localScale.y; newScale.z = scale[2] ? activeTransform.localScale.z : transforms[i].localScale.z; transforms[i].localScale = newScale; } } }

[MenuItem("Examples/Position-Rotation-Scale Aligner")] static void Init() { Aligner window = (Aligner)EditorWindow.GetWindow(typeof(Aligner)); window.Show(); } }