Legacy Documentation: Version 5.4
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EditorGUILayout.Vector4Field

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

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.

#pragma strict
public class ModifyQuaternionDirectly extends UnityEditor.EditorWindow {
	var quat: Quaternion;
	public var value: Vector4;
	@MenuItem("Examples/Modify internal Quaternion")
	static function Init() {
		var window: ModifyQuaternionDirectly = ModifyQuaternionDirectlyEditorWindow.GetWindow(ModifyQuaternionDirectly, true, "My Empty Window");
		window.Show();
	}
	function OnGUI() {
		value = EditorGUILayout.Vector4Field("Components:", value);
		if (GUILayout.Button("Capture Rotation"))
			value = QuaternionToVector4(Selection.activeTransform.rotation);
		if (GUILayout.Button("Close"))
			this.Close();
	}
	static function QuaternionToVector4(rot: Quaternion) {
		return new Vector4(rot.x, rot.y, rot.z, rot.w);
	}
}
using UnityEngine;
using UnityEditor;

public class ModifyQuaternionDirectly : UnityEditor.EditorWindow {

Quaternion quat; public Vector4 value; [MenuItem ("Examples/Modify internal Quaternion")] static void Init() { ModifyQuaternionDirectly window = (ModifyQuaternionDirectly)EditorWindow.GetWindow(typeof(ModifyQuaternionDirectly),true, "My Empty Window"); window.Show(); }

void OnGUI() { value = EditorGUILayout.Vector4Field("Components:",value); if(GUILayout.Button("Capture Rotation")) value = QuaternionToVector4(Selection.activeTransform.rotation); if(GUILayout.Button("Close")) this.Close(); } static Vector4 QuaternionToVector4(Quaternion rot){ return new Vector4(rot.x, rot.y, rot.z, rot.w); } }