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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.

#pragma strict
public class EditorGUILayoutSpaceField extends EditorWindow {
	var fold: boolean = true;
	var rotationComponents: Vector4;
	var selectedTransform: Transform;
	@MenuItem("Examples/Space between controls")
	static function Init() {
		var window: EditorWindow = GetWindow(EditorGUILayoutSpaceField);
		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 new Quaternion(v4.x, v4.y, v4.z, v4.w);
	}
	function QuaternionToVector4(q: Quaternion) {
		return new Vector4(q.x, q.y, q.z, q.w);
	}
	function OnInspectorUpdate() {
		this.Repaint();
	}
}
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(); }

}