Version: Unity 6 Preview (6000.0)
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ShortcutManager.RegisterTag

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Declaration

public static void RegisterTag(string tag);

Declaration

public static void RegisterTag(Enum e);

Parameters

tag Context string identifier.
e Context enum identifier.

Description

Registers the tag as a custom context used to filter shortcuts after a window context is determined.

Use this method to define contexts that span across Editor windows, or encompass certain window states and GUI controls.

using UnityEditor;
using UnityEditor.ShortcutManagement;
using UnityEngine;

public class MyWindow : EditorWindow { const KeyCode shortcutKey = KeyCode.A;

public enum MyTool { EmptyTool, ShortcutTool }

MyTool tool; MyTool Tool { get => tool; set { if (tool == value) return;

ShortcutManager.RegisterTag(tool = value); Debug.Log($"{tool} tool registered"); } }

bool customTag; bool CustomTag { get => customTag; set { if (customTag == value) return;

customTag = value; var tag = nameof(customTag);

if (customTag) { ShortcutManager.RegisterTag(tag); Debug.Log($"{tag} enabled"); } else { ShortcutManager.UnregisterTag(tag); Debug.Log($"{tag} disabled"); } } }

[Shortcut("Tags/No Tag", typeof(MyWindow), shortcutKey)] static void NoTagShortcut() { Debug.Log($"Shortcut for MyWindow without tag context executed"); }

[Shortcut("Tags/Shortcut Tool", typeof(MyWindow), "MyTool.ShortcutTool", shortcutKey)] static void ShortcutToolShortcut() { Debug.Log($"Shortcut for MyWindow with 'MyTool.ShortcutTool' tag context executed"); }

[Shortcut("Tags/Custom Tag", typeof(MyWindow), nameof(customTag), shortcutKey)] static void CustomTagShortcut() { Debug.Log($"Shortcut for MyWindow with {nameof(customTag)} tag context executed"); }

[MenuItem("Window/My Window")] static void OpenWindow() => EditorWindow.GetWindow(typeof(MyWindow)).Show();

void OnGUI() { EditorGUILayout.LabelField("Tools"); Tool = (MyTool)EditorGUILayout.EnumPopup("Custom Tool", Tool); CustomTag = EditorGUILayout.Toggle("Custom Tag", CustomTag);

EditorGUILayout.Space(); EditorGUILayout.LabelField($"The default binding for window shortcuts is {shortcutKey}"); } }

When you use these tags, be careful not to leave outdated tags registered. Doing so can result in multiple available shortcuts, which opens a shortcut conflict window. Use UnregisterTag to unregister tags.

If you use an enum overload, Unity automatically clears tags from previous values of that enum.

Unity also provides built-in support for certain enums. For example, UnityEditor.Tool and UnityEditor.ViewTool.

Additional resources: UnregisterTag.