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Close Your name Your email Suggestion* Obsolete Check the docs for the usage of the new parameter 'allowSceneObjects'. Declarationpublic static Object
ObjectField(
Rect position,
Object obj, Type
objType);
Obsolete Check the docs for the usage of the new parameter 'allowSceneObjects'. Declarationpublic static Object
ObjectField(
Rect position, string
label,
Object obj, Type
objType);
Obsolete Check the docs for the usage of the new parameter 'allowSceneObjects'. Declarationpublic static Object
ObjectField(
Rect position,
GUIContent label,
Object obj, Type
objType);
Declarationpublic static Object
ObjectField(
Rect position,
Object obj, Type
objType, bool
allowSceneObjects);
Declarationpublic static Object
ObjectField(
Rect position, string
label,
Object obj, Type
objType, bool
allowSceneObjects);
Declarationpublic static Object
ObjectField(
Rect position,
GUIContent label,
Object obj, Type
objType, bool
allowSceneObjects);
Parameters Parameter Description position Rectangle on the screen to use for the field. label Optional label in front of the field. obj The object the field shows. objType The type of the objects that can be assigned. allowSceneObjects Allow assigning Scene objects. See Description for more info. ReturnsObject The object that has been set by the user.
DescriptionMakes an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker.
Ensure that the allowSceneObjects parameter is false if the object reference is stored as part of an asset, since assets can't store references to objects in a Scene.
If the ObjectField is part of a custom Editor for a script component, use EditorUtility.IsPersistent() to check if the component is on an asset or a Scene object.
See example in Editor class.
using UnityEditor; using UnityEngine; using System.Collections;Parameters Parameter Description position Rectangle on the screen to use for the field. property The object reference property the field shows. objType The type of the objects that can be assigned. label Optional label to display in front of the field. Pass GUIContent.none to hide the label. Description//Select the dependencies of the found GameObject public class EditorGUIObjectField : EditorWindow { public GameObject obj = null; [MenuItem("Examples/Select Dependencies")] static void Init() { UnityEditor.EditorWindow window = GetWindow(typeof(EditorGUIObjectField)); window.position = new Rect(0, 0, 250, 80); window.Show(); }
void OnInspectorUpdate() { Repaint(); }
void OnGUI() { obj = (GameObject)EditorGUI.ObjectField(new Rect(3, 3, position.width - 6, 20), "Find Dependency", obj, typeof(GameObject)); if (obj) { if (GUI.Button(new Rect(3, 25, position.width - 6, 20), "Check Dependencies")) { Selection.objects = EditorUtility.CollectDependencies(new GameObject[] {obj}); }
else { EditorGUI.LabelField(new Rect(3, 25, position.width - 6, 20), "Missing:", "Select an object first"); } } } }
Makes an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker.
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