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    Class Toggle

    A standard toggle that has an on / off state.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    UIBehaviour
    Selectable
    Toggle
    Implements
    IMoveHandler
    IPointerDownHandler
    IPointerUpHandler
    IPointerEnterHandler
    IPointerExitHandler
    ISelectHandler
    IDeselectHandler
    IPointerClickHandler
    ISubmitHandler
    IEventSystemHandler
    ICanvasElement
    Inherited Members
    Selectable.s_Selectables
    Selectable.s_SelectableCount
    Selectable.allSelectablesArray
    Selectable.allSelectableCount
    Selectable.allSelectables
    Selectable.AllSelectablesNoAlloc(Selectable[])
    Selectable.m_CurrentIndex
    Selectable.navigation
    Selectable.transition
    Selectable.colors
    Selectable.spriteState
    Selectable.animationTriggers
    Selectable.targetGraphic
    Selectable.interactable
    Selectable.image
    Selectable.animator
    Selectable.Awake()
    Selectable.OnCanvasGroupChanged()
    Selectable.IsInteractable()
    Selectable.OnTransformParentChanged()
    Selectable.Reset()
    Selectable.currentSelectionState
    Selectable.InstantClearState()
    Selectable.DoStateTransition(Selectable.SelectionState, bool)
    Selectable.FindSelectable(Vector3)
    Selectable.FindSelectableOnLeft()
    Selectable.FindSelectableOnRight()
    Selectable.FindSelectableOnUp()
    Selectable.FindSelectableOnDown()
    Selectable.OnMove(AxisEventData)
    Selectable.IsHighlighted()
    Selectable.IsPressed()
    Selectable.OnPointerDown(PointerEventData)
    Selectable.OnPointerUp(PointerEventData)
    Selectable.OnPointerEnter(PointerEventData)
    Selectable.OnPointerExit(PointerEventData)
    Selectable.OnSelect(BaseEventData)
    Selectable.OnDeselect(BaseEventData)
    Selectable.Select()
    UIBehaviour.IsActive()
    UIBehaviour.OnRectTransformDimensionsChange()
    UIBehaviour.OnBeforeTransformParentChanged()
    UIBehaviour.OnCanvasHierarchyChanged()
    UIBehaviour.IsDestroyed()
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
    MonoBehaviour.IsInvoking(string)
    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(object)
    MonoBehaviour.destroyCancellationToken
    MonoBehaviour.useGUILayout
    MonoBehaviour.didStart
    MonoBehaviour.didAwake
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, out Component)
    Component.TryGetComponent<T>(out T)
    Component.GetComponent(string)
    Component.GetComponentInChildren(Type, bool)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(bool)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(bool)
    Component.GetComponentsInChildren<T>(bool, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type, bool)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>(bool)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(bool)
    Component.GetComponentsInParent<T>(bool, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.GetComponentIndex()
    Component.CompareTag(string)
    Component.CompareTag(TagHandle)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
    Component.SendMessageUpwards(string, object)
    Component.SendMessageUpwards(string)
    Component.SendMessageUpwards(string, SendMessageOptions)
    Component.SendMessage(string, object)
    Component.SendMessage(string)
    Component.SendMessage(string, object, SendMessageOptions)
    Component.SendMessage(string, SendMessageOptions)
    Component.BroadcastMessage(string, object, SendMessageOptions)
    Component.BroadcastMessage(string, object)
    Component.BroadcastMessage(string)
    Component.BroadcastMessage(string, SendMessageOptions)
    Component.transform
    Component.gameObject
    Component.tag
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.InstantiateAsync<T>(T)
    Object.InstantiateAsync<T>(T, Transform)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int)
    Object.InstantiateAsync<T>(T, int, Transform)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion, CancellationToken)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>, CancellationToken)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Scene)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: UnityEngine.UI
    Assembly: UnityEngine.UI.dll
    Syntax
    [AddComponentMenu("UI/Toggle", 30)]
    [RequireComponent(typeof(RectTransform))]
    public class Toggle : Selectable, IMoveHandler, IPointerDownHandler, IPointerUpHandler, IPointerEnterHandler, IPointerExitHandler, ISelectHandler, IDeselectHandler, IPointerClickHandler, ISubmitHandler, IEventSystemHandler, ICanvasElement
    Remarks

    The toggle component is a Selectable that controls a child graphic which displays the on / off state. When a toggle event occurs a callback is sent to any registered listeners of UI.Toggle._onValueChanged.

    Constructors

    Toggle()

    Declaration
    protected Toggle()

    Fields

    graphic

    Graphic the toggle should be working with.

    Declaration
    public Graphic graphic
    Field Value
    Type Description
    Graphic

    onValueChanged

    Allow for delegate-based subscriptions for faster events than 'eventReceiver', and allowing for multiple receivers.

    Declaration
    public Toggle.ToggleEvent onValueChanged
    Field Value
    Type Description
    Toggle.ToggleEvent
    Examples
    //Attach this script to a Toggle GameObject. To do this, go to Create>UI>Toggle.
    //Set your own Text in the Inspector window
    
    using UnityEngine;
    using UnityEngine.UI;
    
    public class Example : MonoBehaviour
    {
        Toggle m_Toggle;
        public Text m_Text;
    
        void Start()
        {
            //Fetch the Toggle GameObject
            m_Toggle = GetComponent<Toggle>();
            //Add listener for when the state of the Toggle changes, to take action
            m_Toggle.onValueChanged.AddListener(delegate {
                    ToggleValueChanged(m_Toggle);
                });
    
            //Initialise the Text to say the first state of the Toggle
            m_Text.text = "First Value : " + m_Toggle.isOn;
        }
    
        //Output the new state of the Toggle into Text
        void ToggleValueChanged(Toggle change)
        {
            m_Text.text =  "New Value : " + m_Toggle.isOn;
        }
    }

    toggleTransition

    Transition mode for the toggle.

    Declaration
    public Toggle.ToggleTransition toggleTransition
    Field Value
    Type Description
    Toggle.ToggleTransition

    Properties

    group

    Group the toggle belongs to.

    Declaration
    public ToggleGroup group { get; set; }
    Property Value
    Type Description
    ToggleGroup

    isOn

    Whether the toggle is currently active.

    Declaration
    public bool isOn { get; set; }
    Property Value
    Type Description
    bool
    Examples
    /Attach this script to a Toggle GameObject. To do this, go to Create>UI>Toggle.
    //Set your own Text in the Inspector window
    
    using UnityEngine;
    using UnityEngine.UI;
    
    public class Example : MonoBehaviour
    {
        Toggle m_Toggle;
        public Text m_Text;
    
        void Start()
        {
            //Fetch the Toggle GameObject
            m_Toggle = GetComponent<Toggle>();
            //Add listener for when the state of the Toggle changes, and output the state
            m_Toggle.onValueChanged.AddListener(delegate {
                    ToggleValueChanged(m_Toggle);
                });
    
            //Initialize the Text to say whether the Toggle is in a positive or negative state
            m_Text.text = "Toggle is : " + m_Toggle.isOn;
        }
    
        //Output the new state of the Toggle into Text when the user uses the Toggle
        void ToggleValueChanged(Toggle change)
        {
            m_Text.text =  "Toggle is : " + m_Toggle.isOn;
        }
    }

    Methods

    GraphicUpdateComplete()

    Callback sent when this ICanvasElement has completed Graphic rebuild.

    Declaration
    public virtual void GraphicUpdateComplete()

    LayoutComplete()

    Callback sent when this ICanvasElement has completed layout.

    Declaration
    public virtual void LayoutComplete()

    OnDestroy()

    Declaration
    protected override void OnDestroy()
    Overrides
    UIBehaviour.OnDestroy()

    OnDidApplyAnimationProperties()

    Declaration
    protected override void OnDidApplyAnimationProperties()
    Overrides
    Selectable.OnDidApplyAnimationProperties()

    OnDisable()

    Declaration
    protected override void OnDisable()
    Overrides
    Selectable.OnDisable()

    OnEnable()

    Declaration
    protected override void OnEnable()
    Overrides
    Selectable.OnEnable()

    OnPointerClick(PointerEventData)

    React to clicks.

    Declaration
    public virtual void OnPointerClick(PointerEventData eventData)
    Parameters
    Type Name Description
    PointerEventData eventData

    OnSubmit(BaseEventData)

    Declaration
    public virtual void OnSubmit(BaseEventData eventData)
    Parameters
    Type Name Description
    BaseEventData eventData

    OnValidate()

    Declaration
    protected override void OnValidate()
    Overrides
    Selectable.OnValidate()

    Rebuild(CanvasUpdate)

    Rebuild the element for the given stage.

    Declaration
    public virtual void Rebuild(CanvasUpdate executing)
    Parameters
    Type Name Description
    CanvasUpdate executing

    The current CanvasUpdate stage being rebuild.

    SetIsOnWithoutNotify(bool)

    Set isOn without invoking onValueChanged callback.

    Declaration
    public void SetIsOnWithoutNotify(bool value)
    Parameters
    Type Name Description
    bool value

    New Value for isOn.

    Start()

    Assume the correct visual state.

    Declaration
    protected override void Start()
    Overrides
    UIBehaviour.Start()

    Implements

    IMoveHandler
    IPointerDownHandler
    IPointerUpHandler
    IPointerEnterHandler
    IPointerExitHandler
    ISelectHandler
    IDeselectHandler
    IPointerClickHandler
    ISubmitHandler
    IEventSystemHandler
    ICanvasElement
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