## ToggleValue

### Introduced

v1.0

### Description

Toggles the current value of some Boolean parameters that belong to the given property sets.

### Scripting Syntax

    ToggleValue( ParamName, [InputObjs] );

### Parameters

Parameter | Type | Description
--- | --- | ---
ParamName | String | List of parameters to toggle.
InputObjs | String | List of properties that contains the parameter. Default Value: Selected properties

### Examples

#### 1. VBScript Example

    NewScene , False

    ' Toggle Grid Visibility of User Camera in viewport A

    ToggleValue "gridvis", "Views.ViewA.UserCamera.camvis"

    ' Toggle Grid Visibility for all cameras in all viewports

    ToggleValue "gridvis", "*.camvis,Views.*.*.camvis"

    ' Toggle visibility of Nurbs Surfaces, Polygon Meshes, and Implicit Geometry for all cameras in all viewports

    ToggleValue "objnurbssrf,objpolymesh,objimpgeometry", "*.camvis,Views.*.*.camvis"

    ' Toggle Active flag for local transforms of "cube"

    CreatePrim "Cube", "MeshSurface"

    ToggleValue "active", "cube.kine.local"

#### 2. VBScript Example

    DeleteAll False

    ' Toggle the floor grid Visibility for all cameras in all viewports.

    ToggleValue "gridvis", "*.camvis,Views.*.*.camvis"

    ' The floor grid is no longer visible in any of the viewports.

    ' Create a NURBS sphere, a mesh cone and an implicit cube.

    CreatePrim "Sphere", "NurbsSurface"

    CreatePrim "Cone", "MeshSurface"

    GetPrim "Cube"

    ' The sphere, the cone and the cube are visible in all the viewports.

    ' Toggle the visibility of NURBS Surfaces and Implicit Geometry for some cameras in some viewports.

    ToggleValue "objnurbssrf,objimpgeometry", "Views.*.*.camvis"

    ' The sphere and the cube are no longer visible in the Top, Front and Right viewports.

    ' Toggle the Specular Enable flag of the scene material Phong shader.

    ToggleValue "specular_inuse", "Sources.Materials.DefaultLib.Scene_Material.Phong"

    ' Open a render region in the Camera viewport.

    ' The sphere (and the code) specular highlight was toggled off.