The indent level of the field labels.
EditorGUILayout.LabelField will display the string given as an argument. This string can be displayed at a horizontal position, and the position changed by indentLevel. As indentLevel increases the labels will move right. Decreasing indentLevel will move labels to the left.
Shows info of the selected object.
// Shows info of the selected transform
class EditorGUIIndent extends EditorWindow {
@MenuItem("Examples/Indent usage") static function Init() { var window = GetWindow(EditorGUIIndent); window.position = Rect(0, 0, 100, 100); window.Show(); }
function OnGUI() { var obj = Selection.activeTransform; EditorGUILayout.LabelField("Name:", obj ? obj.name : "Select an Object"); if(obj) { // Indent block more EditorGUI.indentLevel++; EditorGUILayout.LabelField("Position:", obj.position.ToString()); EditorGUILayout.LabelField("Rotation:", obj.rotation.eulerAngles.ToString()); // Indent inner block even more EditorGUI.indentLevel++; EditorGUILayout.LabelField("X:", obj.rotation.x.ToString()); EditorGUILayout.LabelField("Y:", obj.rotation.y.ToString()); EditorGUILayout.LabelField("Z:", obj.rotation.z.ToString()); EditorGUILayout.LabelField("W:", obj.rotation.w.ToString()); // End of inner block EditorGUI.indentLevel--; EditorGUILayout.LabelField("Scale:", obj.localScale.ToString()); // End of block EditorGUI.indentLevel--; } } }
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor;
public class EditorGUIIndent : EditorWindow { [MenuItem("Examples/indentLevel demo")] static void Init() { EditorWindow window = GetWindow(typeof(EditorGUIIndent)); window.position = new Rect(100, 100, 300, 150); window.Show(); }
void OnGUI() { Transform obj = Selection.activeTransform; EditorGUILayout.LabelField("Name:", obj ? obj.name : "Select an Object");
if (obj) { // Indent further the area of position and rotation EditorGUI.indentLevel++; EditorGUILayout.LabelField("Position:", obj.position.ToString()); EditorGUILayout.LabelField("Rotation:", obj.rotation.eulerAngles.ToString());
// Indent further again the area of rotation values EditorGUI.indentLevel++; EditorGUILayout.LabelField("X:", obj.rotation.x.ToString()); EditorGUILayout.LabelField("Y:", obj.rotation.y.ToString()); EditorGUILayout.LabelField("Z:", obj.rotation.z.ToString()); EditorGUILayout.LabelField("W:", obj.rotation.w.ToString());
// End of inner area EditorGUI.indentLevel--; EditorGUILayout.LabelField("Scale:", obj.localScale.ToString());
// End of area EditorGUI.indentLevel--; } } }
To maximize future compatibility, do not make assumptions about what a specific indent level means, but instead just increase or decrease by one around blocks of controls that need to be more indented, as in the example above.