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EditorGUI.Vector2Field

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public static function Vector2Field(position: Rect, label: GUIContent, value: Vector2): Vector2;
public static Vector2 Vector2Field(Rect position, GUIContent label, Vector2 value);
public static def Vector2Field(position as Rect, label as GUIContent, value as Vector2) as Vector2

Parameters

position Rectangle on the screen to use for the field.
label Label to display above the field.
value The value to edit.

Returns

Vector2 The value entered by the user.

Description

Make an X & Y field for entering a Vector2.


Vector2 field in an Editor Window.

	// Editor window that shows the detailed rotation (X,Y,Z and W components), 
	// the position in 3D space and position in Screen space of the selected 
	// transform.
	
	class CustomTransformInspector extends EditorWindow {	
		var showing : boolean = true;
		var rotationComp : Vector4;
	
		@MenuItem("Examples/GameObject detailed inspector")
		static function Init() {
			var window = GetWindow(CustomTransformInspector);
			window.Show();
		}
		
		function OnInspectorUpdate() {
			Repaint();
		}
		function OnGUI() {
			var currObj = Selection.activeTransform;
			showing = EditorGUI.InspectorTitlebar(Rect(0,0,position.width, 20), showing, currObj);
			if(showing) {
				if(currObj) {
					currObj.position = EditorGUI.Vector3Field(Rect(3,15,position.width-6,20),
							"Position in 3D Space:",
							currObj.position);
					
					EditorGUI.Vector2Field(Rect(3,50,position.width-6,20),
							"Position in Screen Space:",
							Camera.main.WorldToScreenPoint(currObj.position));
					
					rotationComp = EditorGUI.Vector4Field(Rect(3, 85, position.width-6, 20),
									"Detailed Rotation:",
									QuaternionToVector4(currObj.localRotation));
					currObj.localRotation = ConvertToQuaternion(rotationComp);
									
					currObj.localScale = EditorGUI.Vector3Field(Rect(3,120,position.width-6,20),
									"Scale:",
									currObj.localScale);
					
				} else {
					EditorGUI.DropShadowLabel(Rect(3,15,position.width,20),"Select an Object to inspect");
				}		
			}
		}
		
		function ConvertToQuaternion(v4 : Vector4) {
			return Quaternion(v4.x, v4.y, v4.z, v4.w);
		}
		function QuaternionToVector4(q : Quaternion) {
			return Vector4(q.x, q.y, q.z, q.w);
		}	
	}