Legacy Documentation: Version 5.4
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EditorGUILayout.Vector3Field

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public static function Vector3Field(label: string, value: Vector3, params options: GUILayoutOption[]): Vector3;
public static Vector3 Vector3Field(string label, Vector3 value, params GUILayoutOption[] options);
public static function Vector3Field(label: GUIContent, value: Vector3, params options: GUILayoutOption[]): Vector3;
public static Vector3 Vector3Field(GUIContent label, Vector3 value, params GUILayoutOption[] options);

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.
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.

Returns

Vector3 The value entered by the user.

Description

Make an X, Y & Z field for entering a Vector3.


Measure the distance between 2 GameObjects or 2 positions in 3D space.

#pragma strict
public class EditorGUILayoutVector3Field extends UnityEditor.EditorWindow {
	var distance: float = 0f;
	var obj1: Vector3;
	var obj2: Vector3;
	@MenuItem("Examples/Measure Distance between 2 objects")
	static function Init() {
		var window: EditorGUILayoutVector3Field = EditorGUILayoutVector3FieldEditorWindow.GetWindow(EditorGUILayoutVector3Field, true, "My Empty Window");
		window.Show();
	}
	function OnGUI() {
		GUILayout.Label("Select an object in the Hierarchy view and click 'Capture Position'");
		EditorGUILayout.BeginHorizontal();
		obj1 = EditorGUILayout.Vector3Field("GameObject 1:", obj1);
		if (GUILayout.Button("Capture Position"))
			obj1 = Selection.activeTransform.position;
		EditorGUILayout.EndHorizontal();
		EditorGUILayout.BeginHorizontal();
		obj2 = EditorGUILayout.Vector3Field("GameObject 2:", obj2);
		if (GUILayout.Button("Capture Position"))
			obj2 = Selection.activeTransform.position;
		EditorGUILayout.EndHorizontal();
		EditorGUILayout.LabelField("Distance:", distance.ToString());
		if (GUILayout.Button("Close"))
			this.Close();
	}
	function OnInspectorUpdate() {
		distance = Vector3.Distance(obj1, obj2);
		this.Repaint();
	}
}
using UnityEditor;
using UnityEngine;

public class EditorGUILayoutVector3Field : UnityEditor.EditorWindow {

float distance = 0f; Vector3 obj1; Vector3 obj2;

[MenuItem ("Examples/Measure Distance between 2 objects")] static void Init() { EditorGUILayoutVector3Field window = (EditorGUILayoutVector3Field)EditorWindow.GetWindow(typeof(EditorGUILayoutVector3Field),true, "My Empty Window"); window.Show(); }

void OnGUI() { GUILayout.Label("Select an object in the Hierarchy view and click 'Capture Position'"); EditorGUILayout.BeginHorizontal(); obj1 = EditorGUILayout.Vector3Field("GameObject 1:", obj1); if(GUILayout.Button("Capture Position")) obj1 = Selection.activeTransform.position; EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); obj2 = EditorGUILayout.Vector3Field("GameObject 2:", obj2); if(GUILayout.Button("Capture Position")) obj2 = Selection.activeTransform.position; EditorGUILayout.EndHorizontal(); EditorGUILayout.LabelField("Distance:", distance.ToString()); if(GUILayout.Button("Close")) this.Close(); } void OnInspectorUpdate() { distance = Vector3.Distance(obj1,obj2); this.Repaint(); }

}