Space
Make a small space between the previous control and the following.
Read time 3 minutesLast updated 11 days ago
Definition
- Type: Method
- Namespace: UnityEditor
- Assembly: UnityEditor
Space()
Make a small space between the previous control and the following.
public static void Space()
Remarks

Custom inspector that shows the X,Y,Z,W quaternion components of a transform.
Examples
// 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(); }}
Space(float)
Make a small space between the previous control and the following.
public static void Space(float width)
Parameters
The width of the empty space. Use this for horizontal layout.
Remarks

Custom inspector that shows the X,Y,Z,W quaternion components of a transform.
Examples
// 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(); }}
Space(float, bool)
Make a small space between the previous control and the following.
public static void Space(float width, bool expand)
Parameters
Remarks

Custom inspector that shows the X,Y,Z,W quaternion components of a transform.
Examples
// 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(); }}