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public static var indentLevel: int;
public static int indentLevel;


The indent level of the field labels.

Shows info of the selected object.

// Shows info of the selected transform

class EditorGUIIndent extends EditorWindow {

@MenuItem("Examples/Indent usage") static function Init() { var window = GetWindow(EditorGUIIndent); window.position = Rect(0, 0, 100, 100); window.Show(); }

function OnGUI() { var obj = Selection.activeTransform; EditorGUILayout.LabelField("Name:", obj ? : "Select an Object"); if(obj) { // Indent block more EditorGUI.indentLevel++; EditorGUILayout.LabelField("Position:", obj.position.ToString()); EditorGUILayout.LabelField("Rotation:", obj.rotation.eulerAngles.ToString()); // Indent inner block even more EditorGUI.indentLevel++; EditorGUILayout.LabelField("X:", obj.rotation.x.ToString()); EditorGUILayout.LabelField("Y:", obj.rotation.y.ToString()); EditorGUILayout.LabelField("Z:", obj.rotation.z.ToString()); EditorGUILayout.LabelField("W:", obj.rotation.w.ToString()); // End of inner block EditorGUI.indentLevel--; EditorGUILayout.LabelField("Scale:", obj.localScale.ToString()); // End of block EditorGUI.indentLevel--; } } }

To maximize future compatibility, do not make assumptions about what a specific indent level means, but instead just increase or decrease by one around blocks of controls that need to be more indented, as in the example above.

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