Version: 5.4 beta (switch to 5.3)
LanguageEnglish
  • C#
  • JS

Script language

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

EditorGUILayout.EndToggleGroup

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

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static function EndToggleGroup(): void;
public static void EndToggleGroup();

Description

Close a group started with BeginToggleGroup.

See Also: BeginToggleGroup


Align position/rotation/scale of the selected GameObjects.

	// C# Example
	// 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();
		}
	}