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EditorGUILayout.Space

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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(); } }
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