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EditorWindow.GetWindow

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public static function GetWindow(t: Type, utility: bool = false, title: string = null, focus: bool = true): EditorWindow;
public static EditorWindow GetWindow(Type t, bool utility = false, string title = null, bool focus = true);

Parameters

t The type of the window. Must derive from EditorWindow.
utility Set this to true, to create a floating utility window, false to create a normal window.
title If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.
focus Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).

Description

Returns the first EditorWindow of type t which is currently on the screen.

If there is none, creates and shows new window and returns the instance of it.


Simple Empty non-dockable window.

// Simple script that creates a new non-dockable window

import UnityEditor;

class GetWindowEx extends EditorWindow { @MenuItem("Example/Display simple Window") static function Initialize() { var window : GetWindowEx = EditorWindow.GetWindow(GetWindowEx, true, "My Empty Window"); } }
using UnityEngine;
using UnityEditor;

// Simple script that creates a new non-dockable window public class EditorWindowTest : EditorWindow { [MenuItem("Example/Display simple Window")] static void Initialize() { EditorWindowTest window = (EditorWindowTest)EditorWindow.GetWindow(typeof(EditorWindowTest), true, "My Empty Window"); } }

public static function GetWindow(): T;
public static T GetWindow();
public static function GetWindow(utility: bool): T;
public static T GetWindow(bool utility);
public static function GetWindow(utility: bool, title: string): T;
public static T GetWindow(bool utility, string title);
public static function GetWindow(title: string): T;
public static T GetWindow(string title);
public static function GetWindow(title: string, focus: bool): T;
public static T GetWindow(string title, bool focus);
public static function GetWindow(utility: bool, title: string, focus: bool): T;
public static T GetWindow(bool utility, string title, bool focus);

Parameters

T The type of the window. Must derive from EditorWindow.
utility Set this to true, to create a floating utility window, false to create a normal window.
title If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.
focus Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).

Description

Returns the first EditorWindow of type T which is currently on the screen.

If there is none, creates and shows new window and returns the instance of it.


public static function GetWindow(params desiredDockNextTo: Type[]): T;
public static T GetWindow(params Type[] desiredDockNextTo);
public static function GetWindow(title: string, params desiredDockNextTo: Type[]): T;
public static T GetWindow(string title, params Type[] desiredDockNextTo);
public static function GetWindow(title: string, focus: bool, params desiredDockNextTo: Type[]): T;
public static T GetWindow(string title, bool focus, params Type[] desiredDockNextTo);

Parameters

T The type of the window. Must derive from EditorWindow.
title If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.
desiredDockNextTo An array of EditorWindow types that the window will attempt to dock onto.
focus Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).

Description

Returns the first EditorWindow of type T which is currently on the screen.

If there is none, creates and shows new window and returns the instance of it. The created window will attempt to be docked next to the first founds specified window type.