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Question by Jwizard93 · Jul 13, 2017 at 01:10 AM · guigui.window

GUI.Window vs GUI.ModalWindow

Hello, In my custom editor window this code:

 void OnGUI()
 {
     BeginWindows();
     GUI.Window(0, new Rect(0, 0, 500, 500), funcshin, "window");
     EndWindows();
 }

works correctly while this code:

     void OnGUI()
     {
         BeginWindows();
         GUI.ModalWindow(0, new Rect(0, 0, 500, 500), funcshin, "window");
         EndWindows();
     }

produces nothing at all.

Has anyone come across this or found a solution?

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Answer by Bunny83 · Jul 13, 2017 at 01:29 AM

Have a look over here and maybe over here

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avatar image Jwizard93 · Jul 13, 2017 at 02:36 AM 0
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I was starting to think I would have to implement modal windows myself, Then I found GUI.$$anonymous$$odalWIndow, then I went back to thinking I had to do it myself, and now you have shown me two complete solutions to jump off from. Excellent! thank you very much.

avatar image Jwizard93 · Jul 13, 2017 at 03:13 AM 0
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@Bunny83

After exa$$anonymous$$ing your modal window class and your related comments, it is pretty clear that you really understand this stuff.

If I could bother you one more time... my purpose is a "Save File" popup window in which the user can only enter a string "fileName" and click save or cancel. Do you think I am taking the right approach? Or are the existing Dialogs customizable?

avatar image Bunny83 Jwizard93 · Jul 13, 2017 at 04:55 AM 0
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Uhm Unity has wrapper for most open and save dialogs. Just have a look at the EditorUtility class.

  • DisplayDialog(Complex) - is basically a wrapper for the usual $$anonymous$$essageBox. It only has buttones to choose from. Either one, two or three buttons.

  • DisplayPopup$$anonymous$$enu - allows you to create a native context menu.

  • OpenFilePanel - Opens the OS default open file panel

  • SaveFilePanel - The default save file panel

ps: Of course those are editor functions so they can only be used inside the editor. However i think that was the case here, right?

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