Version: 2017.1 (switch to 2017.2b)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

EditorGUILayout.Vector4Field

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

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

// Simple script that lets you modify the X,Y,Z and W // Quaternion values of the selected GameObject

class ModifyQuaternionDirectly extends EditorWindow {

var quat : Quaternion; var values : Vector4;

@MenuItem("Examples/Modify internal Quaternion") static function Init() { var window = GetWindow(ModifyQuaternionDirectly); window.Show(); }

function OnGUI() {

values = EditorGUILayout.Vector4Field("Components:",values);

if(GUILayout.Button("Capture Rotation")) values = QuaternionToVector4(Selection.activeTransform.rotation);

if(GUILayout.Button("Close")) this.Close(); }

function OnInspectorUpdate() { if(Selection.activeTransform) Selection.activeTransform.rotation = Quaternion(values.x, values.y, values.z, values.w); }

function QuaternionToVector4(rot : Quaternion) { return 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); } }