Vector2Field
Makes an X and Y field for entering a Vector2.
Read time 3 minutesLast updated 4 days ago
Definition
- Type: Method
- Namespace: UnityEditor
- Assembly: UnityEditor.CoreModule
Vector2Field(Rect, string, Vector2)
Makes an X and Y field for entering a Vector2.
public static Vector2 Vector2Field(Rect position, string label, Vector2 value)
Parameters
Returns
Type | Description |
|---|---|
| Vector2 | The value entered by the user. |
Remarks

Vector2 field in an Editor Window.
Examples
using System.Collections;using System.Collections.Generic;using UnityEngine;using UnityEditor;// 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 : EditorWindow{ bool showing = true; Vector4 rotationComp; [MenuItem("Examples/GameObject detailed inspector")] static void Init() { CustomTransformInspector window = (CustomTransformInspector)EditorWindow.GetWindow(typeof(CustomTransformInspector)); window.Show(); } void OnInspectorUpdate() { Repaint(); } void OnGUI() { var currObj = Selection.activeTransform; showing = EditorGUI.InspectorTitlebar(new Rect(0, 0, position.width, 20), showing, currObj, showing); if (showing) { if (currObj) { currObj.position = EditorGUI.Vector3Field(new Rect(3, 15, position.width - 6, 20), "Position in 3D Space:", currObj.position); EditorGUI.Vector2Field(new Rect(3, 50, position.width - 6, 20), "Position in Screen Space:", Camera.main.WorldToScreenPoint(currObj.position)); rotationComp = EditorGUI.Vector4Field(new Rect(3, 85, position.width - 6, 20), "Detailed Rotation:", QuaternionToVector4(currObj.localRotation)); currObj.localRotation = ConvertToQuaternion(rotationComp); currObj.localScale = EditorGUI.Vector3Field(new Rect(3, 120, position.width - 6, 20), "Scale:", currObj.localScale); } else { EditorGUI.DropShadowLabel( new Rect(3, 15, position.width, 20), "Select an Object to inspect"); } } } 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); }}
Vector2Field(Rect, GUIContent, Vector2)
Makes an X and Y field for entering a Vector2.
public static Vector2 Vector2Field(Rect position, GUIContent label, Vector2 value)
Parameters
Rectangle on the screen to use for the field.
Label to display above the field.
The value to edit.
Returns
Type | Description |
|---|---|
| Vector2 | The value entered by the user. |
Remarks

Vector2 field in an Editor Window.
Examples
using System.Collections;using System.Collections.Generic;using UnityEngine;using UnityEditor;// 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 : EditorWindow{ bool showing = true; Vector4 rotationComp; [MenuItem("Examples/GameObject detailed inspector")] static void Init() { CustomTransformInspector window = (CustomTransformInspector)EditorWindow.GetWindow(typeof(CustomTransformInspector)); window.Show(); } void OnInspectorUpdate() { Repaint(); } void OnGUI() { var currObj = Selection.activeTransform; showing = EditorGUI.InspectorTitlebar(new Rect(0, 0, position.width, 20), showing, currObj, showing); if (showing) { if (currObj) { currObj.position = EditorGUI.Vector3Field(new Rect(3, 15, position.width - 6, 20), "Position in 3D Space:", currObj.position); EditorGUI.Vector2Field(new Rect(3, 50, position.width - 6, 20), "Position in Screen Space:", Camera.main.WorldToScreenPoint(currObj.position)); rotationComp = EditorGUI.Vector4Field(new Rect(3, 85, position.width - 6, 20), "Detailed Rotation:", QuaternionToVector4(currObj.localRotation)); currObj.localRotation = ConvertToQuaternion(rotationComp); currObj.localScale = EditorGUI.Vector3Field(new Rect(3, 120, position.width - 6, 20), "Scale:", currObj.localScale); } else { EditorGUI.DropShadowLabel( new Rect(3, 15, position.width, 20), "Select an Object to inspect"); } } } 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); }}