# indentLevel

> The indent level of the field labels.

## Definition

* **Type:** Property
* **Namespace:** [UnityEditor](/engine/6000.5/script-reference/unityeditor.md)
* **Assembly:** UnityEditor.CoreModule

```csharp
public static int indentLevel { get; set; }
```

### Remarks

[EditorGUILayout.LabelField](/engine/6000.5/script-reference/unityeditor/editorguilayout/labelfield.md) will display the string given as an argument.  This string can be displayed at a horizontal position, and the position changed by [EditorGUI.indentLevel](/engine/6000.5/script-reference/unityeditor/editorgui/indentlevel.md).  As [EditorGUI.indentLevel](/engine/6000.5/script-reference/unityeditor/editorgui/indentlevel.md) increases the labels will move right.  Decreasing [EditorGUI.indentLevel](/engine/6000.5/script-reference/unityeditor/editorgui/indentlevel.md) will move labels to the left.

![EditorGUIIndent (indentLevel)](/api/media?file=/engine/6000.5/media/images/EditorGUIIndent.png)

*Shows info of the selected object.*

```csharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;

public class EditorGUIIndent : EditorWindow
{
    [MenuItem("Examples/indentLevel demo")]
    static void Init()
    {
        EditorWindow window = GetWindow(typeof(EditorGUIIndent));
        window.position = new Rect(100, 100, 300, 150);
        window.Show();
    }

    void OnGUI()
    {
        Transform obj = Selection.activeTransform;
        EditorGUILayout.LabelField("Name:", obj ? obj.name : "Select an Object");

        if (obj)
        {
            // Indent further the area of position and rotation
            EditorGUI.indentLevel++;
            EditorGUILayout.LabelField("Position:", obj.position.ToString());
            EditorGUILayout.LabelField("Rotation:", obj.rotation.eulerAngles.ToString());

            // Indent further again the area of rotation values
            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 area
            EditorGUI.indentLevel--;
            EditorGUILayout.LabelField("Scale:", obj.localScale.ToString());

            // End of area
            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.
