Version: 2017.3 (switch to 2017.4)
LanguageEnglish
  • C#
  • JS

Script language

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

EditorGUI.ObjectField

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

Obsolete public static method ObjectField(position: Rect, obj: Object, objType: Type): Object;
Obsolete public static Object ObjectField(Rect position, Object obj, Type objType);
Obsolete public static method ObjectField(position: Rect, label: string, obj: Object, objType: Type): Object;
Obsolete public static Object ObjectField(Rect position, string label, Object obj, Type objType);
Obsolete public static method ObjectField(position: Rect, label: GUIContent, obj: Object, objType: Type): Object;
Obsolete public static Object ObjectField(Rect position, GUIContent label, Object obj, Type objType);
public static method ObjectField(position: Rect, obj: Object, objType: Type, allowSceneObjects: bool): Object;
public static Object ObjectField(Rect position, Object obj, Type objType, bool allowSceneObjects);
public static method ObjectField(position: Rect, label: string, obj: Object, objType: Type, allowSceneObjects: bool): Object;
public static Object ObjectField(Rect position, string label, Object obj, Type objType, bool allowSceneObjects);
public static method ObjectField(position: Rect, label: GUIContent, obj: Object, objType: Type, allowSceneObjects: bool): Object;
public static Object ObjectField(Rect position, GUIContent label, Object obj, Type objType, bool allowSceneObjects);

Parameters

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.

Returns

Object The object that has been set by the user.

Description

Make 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.


Object field in an Editor Window.

#pragma strict
//Select the dependencies of the found GameObject
public class EditorGUIObjectField extends EditorWindow {
	public var obj: GameObject = null;
	@MenuItem("Examples/Select Dependencies")
	static function Init() {
		var window: UnityEditor.EditorWindow = GetWindow(EditorGUIObjectField);
		window.position = new Rect(0, 0, 250, 80);
		window.Show();
	}
	function OnInspectorUpdate() {
		Repaint();
	}
	function OnGUI() {
		obj = GameObjectEditorGUI.ObjectField(new Rect(3, 3, position.width - 6, 20), "Find Dependency", obj, GameObject);
		if (obj)if (GUI.Button(new Rect(3, 25, position.width - 6, 20), "Check Dependencies"))
			Selection.objects = EditorUtility.CollectDependencies([obj]);
		else
			EditorGUI.LabelField(new Rect(3, 25, position.width - 6, 20), "Missing:", "Select an object first");
	}
}
using UnityEditor;
using UnityEngine;
using System.Collections;

//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"); } }

public static method ObjectField(position: Rect, property: SerializedProperty): void;
public static void ObjectField(Rect position, SerializedProperty property);
public static method ObjectField(position: Rect, property: SerializedProperty, label: GUIContent): void;
public static void ObjectField(Rect position, SerializedProperty property, GUIContent label);
public static method ObjectField(position: Rect, property: SerializedProperty, objType: Type): void;
public static void ObjectField(Rect position, SerializedProperty property, Type objType);
public static method ObjectField(position: Rect, property: SerializedProperty, objType: Type, label: GUIContent): void;
public static void ObjectField(Rect position, SerializedProperty property, Type objType, GUIContent label);

Parameters

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

Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker.

对文档有任何疑问,请移步至开发者社区提问,我们将尽快为您解答