# LookLikeControls(float, float)

> Make all EditorGUI look like regular controls.

## Definition

* **Type:** Method
* **Namespace:** [UnityEditor](/engine/6000.6/script-reference/unityeditor.md)
* **Assembly:** UnityEditor.CoreModule

> **Warning:**
>
> **Deprecated.** LookLikeControls and LookLikeInspector modes are deprecated.Use EditorGUIUtility.labelWidth and EditorGUIUtility.fieldWidth to control label and field widths.

```csharp
public static void LookLikeControls(float _labelWidth, float _fieldWidth)
```

### Parameters

**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): **** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)):&#x20;

### Remarks

This will make the default styles used by [EditorGUI](/engine/6000.6/script-reference/unityeditor/editorgui.md) look like controls (e.g. [EditorGUI.Popup](/engine/6000.6/script-reference/unityeditor/editorgui/popup.md) becomes a full popup menu).

![EditorGUIUtilityLookLikeControls (LookLikeControls(float, float))](/api/media?file=/engine/6000.6/media/images/EditorGUIUtilityLookLikeControls.png)

*Editor window with "LookLikeControls" look.*

### Examples

```csharp
using UnityEngine;
using UnityEditor;


// Simple editor window that shows the difference between
// Look like controls and look like inspector

class LookLikeControlsInspector : EditorWindow
{
    int integer1 = 0;
    float float1 = 5.5f;

    [MenuItem("Examples/Look Like Controls - Inspector")]
    static void Init()
    {
        var window = GetWindow<LookLikeControlsInspector>();
        window.Show();
    }

    void OnGUI()
    {
        EditorGUIUtility.LookLikeInspector();
        EditorGUILayout.TextField("Text Field:", "Hello There");
        EditorGUILayout.IntField("Int Field:", integer1);
        EditorGUILayout.FloatField("Float Field:", float1);
        EditorGUILayout.Space();
        EditorGUIUtility.LookLikeControls();
        EditorGUILayout.TextField("Text Field", "Hello There");
        EditorGUILayout.IntField("Int Field:", integer1);
        EditorGUILayout.FloatField("Float Field:", float1);
    }
}
```
