# Space

> Make a small space between the previous control and the following.

## Definition

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

## Space()

Make a small space between the previous control and the following.

```csharp
public static void Space()
```

### Remarks

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

*Custom inspector that shows the X,Y,Z,W quaternion components of a transform.*

### Examples

```csharp
// 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.

```csharp
public static void Space(float width)
```

### Parameters

**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The width of the empty space. Use this for horizontal layout.

### Remarks

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

*Custom inspector that shows the X,Y,Z,W quaternion components of a transform.*

### Examples

```csharp
// 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.

```csharp
public static void Space(float width, bool expand)
```

### Parameters

**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The width of the empty space. Use this for horizontal layout.**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): Option passed to enable or disable horizontal expansion.

### Remarks

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

*Custom inspector that shows the X,Y,Z,W quaternion components of a transform.*

### Examples

```csharp
// 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();
    }
}
```
