Legacy Documentation: Version 5.4
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EditorGUILayout.ObjectField(SerializedProperty,GUILayoutOption[])

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Parameters

label Label to display above the field.
value The value to edit.
options An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.

Returns

void The value entered by the user.

Description

Make an X & Y field for entering a Vector2.


Measure the distance between 2 points.

#pragma strict
public class EditorGUILayoutVector2Field extends UnityEditor.EditorWindow {
	var distance: float = 0f;
	var p1: Vector3;
	var p2: Vector3;
	@MenuItem("Examples/Measure Distance")
	static function Init() {
		var window: EditorGUILayoutVector2Field = EditorGUILayoutVector2FieldEditorWindow.GetWindow(EditorGUILayoutVector2Field, true, "My Empty Window");
		window.Show();
	}
	function OnGUI() {
		p1 = EditorGUILayout.Vector2Field("Point 1:", p1);
		p2 = EditorGUILayout.Vector2Field("Point 2:", p2);
		EditorGUILayout.LabelField("Distance:", distance.ToString());
		if (GUILayout.Button("Close"))
			this.Close();
	}
	function OnInspectorUpdate() {
		distance = Vector2.Distance(p1, p2);
		this.Repaint();
	}
}
using UnityEditor;
using UnityEngine;

public class EditorGUILayoutVector2Field : UnityEditor.EditorWindow {

float distance = 0f; Vector3 p1; Vector3 p2;

[MenuItem ("Examples/Measure Distance")] static void Init() { EditorGUILayoutVector2Field window = (EditorGUILayoutVector2Field)EditorWindow.GetWindow(typeof(EditorGUILayoutVector2Field),true, "My Empty Window"); window.Show(); }

void OnGUI() { p1 = EditorGUILayout.Vector2Field("Point 1:", p1); p2 = EditorGUILayout.Vector2Field("Point 2:", p2); EditorGUILayout.LabelField("Distance:", distance.ToString()); if(GUILayout.Button("Close")) this.Close(); } void OnInspectorUpdate() { distance = Vector2.Distance(p1,p2); this.Repaint(); } }