Legacy Documentation: Version 4.5.0

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EditorGUILayout.Vector4Field

static function Vector4Field(label: string, value: Vector4, params options: GUILayoutOption[]): Vector4;
static Vector4 Vector4Field(string label, Vector4 value, params GUILayoutOption[] options);
static def Vector4Field(label as string, value as Vector4, *options as GUILayoutOption[]) as Vector4

Parameters

labelLabel to display above the field.
valueThe value to edit.
optionsAn optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.

Returns

Vector4 The value entered by the user.

Description

Make an X, Y, Z & W field for entering a Vector4.


Modify X,Y,Z and W values directly of a GameObject.

	// Simple script that lets you modify the X,Y,Z and W 
	// Quaternion values of the selected GameObject
	
	class ModifyQuaternionDirectly extends EditorWindow {
		
		
		var quat : Quaternion;
		var values : Vector4;
		@MenuItem("Examples/Modify internal Quaternion")
		static function Init() {
			var window = GetWindow(ModifyQuaternionDirectly);
			window.Show();
		}
		
		function OnGUI() {
			
			values = EditorGUILayout.Vector4Field("Components:",values);
			if(GUILayout.Button("Capture Rotation"))
				values = QuaternionToVector4(Selection.activeTransform.rotation);
			if(GUILayout.Button("Close"))
				this.Close();
		}
		function OnInspectorUpdate() {
			if(Selection.activeTransform)
				Selection.activeTransform.rotation = 
					Quaternion(values.x, values.y, values.z, values.w);
		}
		function QuaternionToVector4(rot : Quaternion) {
			return Vector4(rot.x, rot.y, rot.z, rot.w);
		}
	}