Legacy Documentation: Version 4.5.0

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EditorGUI.indentLevel

static var indentLevel: int;
static int indentLevel;
static indentLevel as int

Description

The indent level of the field labels.


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--;
			}
		}
	}

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.