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.

PopupWindow

class in UnityEditor

/

Inherits from: EditorWindow

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

Description

Class used to display popup windows that inherit from PopupWindowContent.

Popup Windows are borderless, and not draggable or resizable. They also will automatically close when they lose focus. They are intended to show short-lived information or options.

An example of a Popup window in the editor is the "Scene View Effects" options, in the Editor's Scene View toolbar:



Below is an example of a custom popup window which is displayed via a button in an editor window. The Popup has three toggle values, and will automatically close when it loses focus. The example is given as two scripts. The first defines an editor window that can be opened via a menu item. That editor window has a button which shows the popup. The second script defines the contents of the popup itself as a separate class.

First, this is the code for the simple editor window which launches the popup:

#pragma strict
public class EditorWindowWithPopup extends EditorWindow {
	// Add menu item
	@MenuItem("Example/Popup Example")
	static function Init() {
		var window: EditorWindow = EditorWindow.CreateInstance.<EditorWindowWithPopup>();
		window.Show();
	}
	var buttonRect: Rect;
	function OnGUI() {
		{
			GUILayout.Label("Editor window with Popup example", EditorStyles.boldLabel);
			if (GUILayout.Button("Popup Options", GUILayout.Width(200))) {
				PopupWindow.Show(buttonRect, new PopupExample());
			}
			if (Event.current.type == EventType.Repaint)
				buttonRect = GUILayoutUtility.GetLastRect();
		}
	}
}
using UnityEngine;
using UnityEditor;

public class EditorWindowWithPopup : EditorWindow {

// Add menu item [MenuItem("Example/Popup Example")] static void Init() { EditorWindow window = EditorWindow.CreateInstance<EditorWindowWithPopup>(); window.Show(); }

Rect buttonRect; void OnGUI() { { GUILayout.Label("Editor window with Popup example",EditorStyles.boldLabel); if (GUILayout.Button("Popup Options",GUILayout.Width(200))) { PopupWindow.Show(buttonRect, new PopupExample()); } if (Event.current.type == EventType.Repaint) buttonRect = GUILayoutUtility.GetLastRect(); } } }

Next, this is the code for the popup itself:

no example available in JavaScript
using UnityEngine;
using UnityEditor;

public class PopupExample : PopupWindowContent { bool toggle1 = true; bool toggle2 = true; bool toggle3 = true;

public override Vector2 GetWindowSize() { return new Vector2(200,150); }

public override void OnGUI(Rect rect) { GUILayout.Label("Popup Options Example", EditorStyles.boldLabel); toggle1 = EditorGUILayout.Toggle("Toggle 1", toggle1); toggle2 = EditorGUILayout.Toggle("Toggle 2", toggle2); toggle3 = EditorGUILayout.Toggle("Toggle 3", toggle3); }

public override void OnOpen() { Debug.Log("Popup opened: " + this); }

public override void OnClose() { Debug.Log("Popup closed: " + this); } }

Each of these should be saved as separate files named after their class name. Neither are behaviours, so you do not need to place them on a gameobject. Once they are in your project, try it by going to the new "Example" menu and selecting Popup Example. Then click the button in the new editor window to reveal the popup options window.

.

Static Functions

ShowShow a popup with the given PopupWindowContent.

Inherited members

Static Variables

focusedWindowThe EditorWindow which currently has keyboard focus. (Read Only)
mouseOverWindowThe EditorWindow currently under the mouse cursor. (Read Only)

Variables

autoRepaintOnSceneChangeDoes the window automatically repaint whenever the scene has changed?
maximizedIs this window maximized.
maxSizeThe maximum size of this window.
minSizeThe minimum size of this window.
positionThe position of the window in screen space.
titleContentThe GUIContent used for drawing the title of EditorWindows.
wantsMouseMoveDoes the GUI in this editor window want MouseMove events?
hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameThe name of the object.

Public Functions

BeginWindowsMark the beginning area of all popup windows.
CloseClose the editor window.
EndWindowsClose a window group started with EditorWindow.BeginWindows.
FocusMoves keyboard focus to this EditorWindow.
RemoveNotificationStop showing notification message.
RepaintMake the window repaint.
SendEventSends an Event to a window.
ShowShow the EditorWindow.
ShowAsDropDownShows a window with dropdown behaviour and styling.
ShowAuxWindowShow the editor window in the auxiliary window.
ShowNotificationShow a notification message.
ShowPopupShows an Editor window using popup-style framing.
ShowUtilityShow the EditorWindow as a floating utility window.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the game object.

Static Functions

FocusWindowIfItsOpenFocuses the first found EditorWindow of specified type if it is open.
GetWindowReturns the first EditorWindow of type t which is currently on the screen.
GetWindowWithRectReturns the first EditorWindow of type t which is currently on the screen.
DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateReturns a copy of the object original.
CreateInstanceCreates an instance of a scriptable object.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.

Messages

OnDestroyOnDestroy is called when the EditorWindow is closed.
OnFocusCalled when the window gets keyboard focus.
OnGUIImplement your own editor GUI here.
OnHierarchyChangeCalled whenever the scene hierarchy has changed.
OnInspectorUpdateOnInspectorUpdate is called at 10 frames per second to give the inspector a chance to update.
OnLostFocusCalled when the window loses keyboard focus.
OnProjectChangeCalled whenever the project has changed.
OnSelectionChangeCalled whenever the selection has changed.
UpdateCalled multiple times per second on all visible windows.
OnDestroyThis function is called when the scriptable object will be destroyed.
OnDisableThis function is called when the scriptable object goes out of scope.
OnEnableThis function is called when the object is loaded.