Version: Unity 6.1 Alpha (6000.1)
LanguageEnglish
  • C#

EditorGUILayout.Space

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public static void Space();

Declaration

public static void Space(float width);

Declaration

public static void Space(float width, bool expand);

Parameters

width The width of the empty space. Use this for horizontal layout.
expand Option passed to enable or disable horizontal expansion.

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.

// Create a custom transform inspector that shows the X,Y,Z,W quaternion components
// instead of the rotation angles.

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(); } }