Version: 5.6 (switch to 2017.1b)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

EditorGUILayout.Space

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static function Space(): void;
public static void Space();

Description

Make a small space between the previous control and the following.


Custom inspector that shows the X,Y,Z,W quaternion components of a transform.

// Create a custom transform inspector that shows the X,Y,Z,W quaternion components
// instead of the rotation angles.
class InspectorTitlebarUsage extends EditorWindow {

var fold : boolean = true; var rotationComponents : Vector4; var selectedTransform : Transform;

@MenuItem("Examples/Inspector Titlebar") static function Init() { var window = GetWindow(InspectorTitlebarUsage); window.Show(); }

function OnGUI() { if(Selection.activeGameObject) { selectedTransform = Selection.activeGameObject.transform; fold = EditorGUILayout.InspectorTitlebar(fold, selectedTransform); if(fold) { selectedTransform.position = EditorGUILayout.Vector3Field("Position", selectedTransform.position); EditorGUILayout.Space(); rotationComponents = EditorGUILayout.Vector4Field("Detailed Rotation", QuaternionToVector4(selectedTransform.localRotation)); EditorGUILayout.Space(); selectedTransform.localScale = EditorGUILayout.Vector3Field("Scale", selectedTransform.localScale); } selectedTransform.localRotation = ConvertToQuaternion(rotationComponents); EditorGUILayout.Space(); } }

function ConvertToQuaternion(v4 : Vector4) { return Quaternion(v4.x, v4.y, v4.z, v4.w); }

function QuaternionToVector4(q : Quaternion) { return Vector4(q.x, q.y, q.z, q.w); }

function OnInspectorUpdate() { this.Repaint(); } }
// Create a custom transform inspector that shows the X,Y,Z,W quaternion components
// instead of the rotation angles.

using UnityEditor; using UnityEngine;

public class EditorGUILayoutSpaceField : EditorWindow { bool fold = true; Vector4 rotationComponents; Transform selectedTransform;

[MenuItem("Examples/Space between controls")] static void Init() { EditorWindow window = GetWindow(typeof(EditorGUILayoutSpaceField)); window.Show(); }

void OnGUI() { if (Selection.activeGameObject) { selectedTransform = Selection.activeGameObject.transform; fold = EditorGUILayout.InspectorTitlebar(fold, selectedTransform); if (fold) { selectedTransform.position = EditorGUILayout.Vector3Field("Position", selectedTransform.position); EditorGUILayout.Space();

rotationComponents = EditorGUILayout.Vector4Field("Detailed Rotation", QuaternionToVector4(selectedTransform.localRotation));

EditorGUILayout.Space(); selectedTransform.localScale = EditorGUILayout.Vector3Field("Scale", selectedTransform.localScale); } selectedTransform.localRotation = ConvertToQuaternion(rotationComponents); EditorGUILayout.Space(); } }

Quaternion ConvertToQuaternion(Vector4 v4) { return new Quaternion(v4.x, v4.y, v4.z, v4.w); }

Vector4 QuaternionToVector4(Quaternion q) { return new Vector4(q.x, q.y, q.z, q.w); }

void OnInspectorUpdate() { this.Repaint(); } }