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EditorGUILayout.LayerField

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public static int LayerField(int layer, params GUILayoutOption[] options);
public static int LayerField(int layer, GUIStyle style, params GUILayoutOption[] options);
public static int LayerField(string label, int layer, params GUILayoutOption[] options);
public static int LayerField(string label, int layer, GUIStyle style, params GUILayoutOption[] options);
public static int LayerField(GUIContent label, int layer, params GUILayoutOption[] options);
public static int LayerField(GUIContent label, int layer, GUIStyle style, params GUILayoutOption[] options);

Parameters

labelOptional label in front of the field.
layerThe layer shown in the field.
styleOptional GUIStyle.
optionsAn optional list of layout options that specify extra layout 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.

Returns

int The layer selected by the user.

Description

Make a layer selection field.


Set the layer of the selected GameObjects.

// Simple editor script that lets you set the layer for the
// selected GameObjects.

using UnityEngine; using UnityEditor;

public class LayerFieldExample : EditorWindow { static int selectedLayer = 0;

[MenuItem("Examples/Layer Field usage")] static void Init() { LayerFieldExample window = (LayerFieldExample)GetWindow(typeof(LayerFieldExample)); window.Show(); }

// Disable menu if we dont have at least 1 gameobject selected [MenuItem("Examples/Layer Field usage", true)] static bool ValidateSelection() { return Selection.activeGameObject != null; }

void OnGUI() { selectedLayer = EditorGUILayout.LayerField("Layer for Objects:", selectedLayer); if (GUILayout.Button("Set Layer!")) SetLayer(); }

static void SetLayer() { foreach (var go in Selection.gameObjects) go.layer = selectedLayer; } }

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