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EditorGUILayout.MinMaxSlider

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public static function MinMaxSlider(ref minValue: float, ref maxValue: float, minLimit: float, maxLimit: float, params options: GUILayoutOption[]): void;
public static void MinMaxSlider(ref float minValue, ref float maxValue, float minLimit, float maxLimit, params GUILayoutOption[] options);
public static function MinMaxSlider(label: string, ref minValue: float, ref maxValue: float, minLimit: float, maxLimit: float, params options: GUILayoutOption[]): void;
public static void MinMaxSlider(string label, ref float minValue, ref float maxValue, float minLimit, float maxLimit, params GUILayoutOption[] options);
public static function MinMaxSlider(label: GUIContent, ref minValue: float, ref maxValue: float, minLimit: float, maxLimit: float, params options: GUILayoutOption[]): void;
public static void MinMaxSlider(GUIContent label, ref float minValue, ref float maxValue, float minLimit, float maxLimit, params GUILayoutOption[] options);

Parameters

label Optional label in front of the slider.
minValue The lower value of the range the slider shows, passed by reference.
maxValue The upper value at the range the slider shows, passed by reference.
minLimit The limit at the left end of the slider.
maxLimit The limit at the right end of the slider.
options An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.

Description

Make a special slider the user can use to specify a range between a min and a max.


Moves the selected object randomly betweeen the interval.

#pragma strict

// Place the selected object randomly between the interval of the Min Max Slider // in the X,Y,Z coords

class EditorGUILayoutMinMaxSlider extends EditorWindow {

var minVal : float = -10; var minLimit : float = -20; var maxVal : float = 10; var maxLimit : float = 20;

@MenuItem("Examples/Place Object Randomly") static function Init() { var window = GetWindow(EditorGUILayoutMinMaxSlider); window.Show(); }

function OnGUI() { EditorGUILayout.LabelField("Min Val:", minVal.ToString()); EditorGUILayout.LabelField("Max Val:", maxVal.ToString()); EditorGUILayout.MinMaxSlider(minVal, maxVal, minLimit, maxLimit);

if(GUILayout.Button("Move!")) PlaceRandomly(); }

function PlaceRandomly() { if(Selection.activeTransform) Selection.activeTransform.position = Vector3(Random.Range(minVal, maxVal), Random.Range(minVal, maxVal), Random.Range(minVal, maxVal)); else Debug.LogError("Select a GameObject to randomize its position."); } }
// Place the selected object randomly between the interval of the Min Max Slider
// in the X,Y,Z coords

using UnityEditor; using UnityEngine;

public class ExampleClass : EditorWindow { float minVal = -10; float minLimit = -20; float maxVal = 10; float maxLimit = 20;

[MenuItem("Examples/Place Object Randomly")] static void Init() { ExampleClass window = (ExampleClass)GetWindow(typeof(ExampleClass)); window.Show(); }

void OnGUI() { EditorGUILayout.LabelField("Min Val:", minVal.ToString()); EditorGUILayout.LabelField("Max Val:", maxVal.ToString()); EditorGUILayout.MinMaxSlider(ref minVal, ref maxVal, minLimit, maxLimit); if (GUILayout.Button("Move!")) PlaceRandomly(); }

void PlaceRandomly() { if (Selection.activeTransform) Selection.activeTransform.position = new Vector3(Random.Range(minVal, maxVal), Random.Range(minVal, maxVal), Random.Range(minVal, maxVal)); else Debug.LogError("Select a GameObject to randomize its position."); } }