Legacy Documentation: Version 5.3
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EditorGUI.LayerField

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public static function LayerField(position: Rect, layer: int, style: GUIStyle = EditorStyles.popup): int;
public static int LayerField(Rect position, int layer, GUIStyle style = EditorStyles.popup);
public static function LayerField(position: Rect, label: string, layer: int, style: GUIStyle = EditorStyles.popup): int;
public static int LayerField(Rect position, string label, int layer, GUIStyle style = EditorStyles.popup);
public static function LayerField(position: Rect, label: GUIContent, layer: int, style: GUIStyle = EditorStyles.popup): int;
public static int LayerField(Rect position, GUIContent label, int layer, GUIStyle style = EditorStyles.popup);

Parameters

position Rectangle on the screen to use for the field.
label Optional label in front of the field.
layer The layer shown in the field.
style Optional GUIStyle.

Returns

int The layer selected by the user.

Description

Make a layer selection field.


Layer field in an Editor Window.

	// Change the Tag and/or the layer of the selected GameObjects.
	
	class EditorGUITagLayerField extends EditorWindow {
	
		var selectedTag : String = "";
		var selectedLayer : int = 0;
		
		@MenuItem("Examples/Tag - Layer for Selection")
		static function Init() {
			var window = GetWindow(EditorGUITagLayerField);
			window.position = Rect(0,0,350,70);
			window.Show();
		}
	
		function OnGUI() {
			selectedTag = EditorGUI.TagField(
				Rect(3,3,position.width/2 - 6, 20),
				"New Tag:",
				selectedTag);
			selectedLayer = EditorGUI.LayerField(
				Rect(position.width/2 + 3,3, position.width/2 - 6, 20),
				"New Layer:",
				selectedLayer);
				
			if(Selection.activeGameObject) {
				if(GUI.Button(Rect(3,25,90,17),"Change Tags"))
					for(var go : GameObject in Selection.gameObjects)
						go.tag = selectedTag;			
				if(GUI.Button(Rect(position.width-96, 25,90,17),"Change Layers"))
					for(var go : GameObject in Selection.gameObjects)
						go.layer = selectedLayer;
			}
		}
		
		function OnInspectorUpdate() {
			Repaint();
		}
	}
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