Toggle#

class Toggle#

A control that is either checked or not. Added to a Canvas or a Panel.

Note

On its own a toggle is a check box. Put several of them in the same ToggleGroup and they become radio buttons, as only one toggle in a group can be checked at a time.

RectTransform RectTransform { get; }#

The rect transform for the UI object.

Game Scenes:

All

LayoutElement LayoutElement { get; }#

How much space the UI object asks a layout for.

Game Scenes:

All

Note

Only has an effect when the object is in a panel that has a layout. A canvas is not inside a layout and does not have one.

bool Visible { get; set; }#

Whether the UI object is visible.

Game Scenes:

All

Note

This is the object’s own setting, which is what it was last set to. An object is only drawn when everything it is inside is visible as well, so an interface can be built with its parts visible, inside a panel that is not, and shown all at once by making that panel visible.

Text Text { get; }#

The text for the toggle.

Game Scenes:

All

bool Checked { get; set; }#

Whether the toggle is checked.

Game Scenes:

All

Note

Checking a toggle that belongs to a ToggleGroup unchecks the rest of that group, whether or not it is on the screen.

ToggleGroup Group { get; set; }#

The group that the toggle belongs to, or null if it does not belong to one.

Game Scenes:

All

Note

Only one toggle in a group can be checked at a time, so a group turns a set of toggles into radio buttons. A group does not have to contain the toggles, so they can be grouped independently of how they are laid out.

bool Changed { get; set; }#

Whether the toggle has been changed.

Game Scenes:

All

Note

This property is set to true when the user changes the toggle, and not when a client checks or unchecks it. A client script should reset the property to false in order to detect subsequent changes.

bool Interactable { get; set; }#

Whether the control responds to the user.

Game Scenes:

All

Note

A control that is not interactable is drawn grayed out and ignores the user, but is still visible. Set its visibility to false to hide it instead.

StdLib.ColorRGBA Color { get; set; }#

The color the control is tinted with. White, the default, leaves the control drawn as the skin has it.

Game Scenes:

All

Note

The tint multiplies the sprite the control is drawn with, in every state, so a control can show a state of its own, an engaged autopilot for instance, by color. It is applied to the part of the control that responds to the user: the body of a button, dropdown or input field, the box of a toggle, and the handle of a slider. A control’s label is tinted through the color of its text.

string Tooltip { get; set; }#

A short piece of text shown beside the pointer while it rests on the control. Empty, the default, shows nothing.

Game Scenes:

All

void Remove ()#

Remove the UI object.

Game Scenes:

All