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Question by thunderbuns · Nov 20, 2018 at 08:17 PM · c#editorvector3

How to change the names of a Vector 3 that is set in the inspector

Is there a way to change the names of the X, Y, and Z in a vector 3 that is set in the inspector? alt text

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Best Answer

Answer by Hellium · Nov 21, 2018 at 08:57 AM

If you don't want to have an additionnal structure, (especially if you manage Vector2, Vector3, ...) here is a custom property drawer I made:

VectorLabelsAttribute.cs in your Scripts folder

 using UnityEngine;

 public class VectorLabelsAttribute : PropertyAttribute
 {
     public readonly string[] Labels;
 
     public VectorLabelsAttribute( params string[] labels )
     {
         Labels = labels;
     }
 }


VectorLabelsAttributeDrawer.cs in an Editor folder

 using UnityEditor;
 using UnityEngine;
 
 [CustomPropertyDrawer( typeof( VectorLabelsAttribute ) )]
 public class VectorLabelsAttributeDrawer : PropertyDrawer
 {
     private static readonly GUIContent[] defaultLabels = new GUIContent[]{ new GUIContent( "X" ), new GUIContent( "Y" ), new GUIContent( "Z" ), new GUIContent( "W" ) };
 
     private const int twoLinesThreshold = 375;
 
     public override float GetPropertyHeight( SerializedProperty property, GUIContent label )
     {
         int factor = Screen.width < twoLinesThreshold ? 2 : 1;
         return factor * base.GetPropertyHeight( property, label );
     }
 
     // Draw the property inside the given rect
     public override void OnGUI( Rect position, SerializedProperty property, GUIContent label )
     {
         VectorLabelsAttribute vectorLabels = (VectorLabelsAttribute)attribute;
 
         if ( property.propertyType == SerializedPropertyType.Vector2Int )
         {
             int[] array = new int[] { property.vector2IntValue.x, property.vector2IntValue.y };
             array = DrawFields( position, array, ObjectNames.NicifyVariableName( property.name ), EditorGUI.IntField, vectorLabels );
             property.vector2IntValue = new Vector2Int( array[0], array[1] );
         }
         else if ( property.propertyType == SerializedPropertyType.Vector3Int )
         {
             int[] array = new int[] { property.vector3IntValue.x, property.vector3IntValue.y, property.vector3IntValue.z };
             array = DrawFields( position, array, ObjectNames.NicifyVariableName( property.name ), EditorGUI.IntField, vectorLabels );
             property.vector3IntValue = new Vector3Int( array[0], array[1], array[2] );
         }
         else if ( property.propertyType == SerializedPropertyType.Vector2 )
         {
             float[] array = new float[] { property.vector2Value.x, property.vector2Value.y };
             array = DrawFields( position, array, ObjectNames.NicifyVariableName( property.name ), EditorGUI.FloatField, vectorLabels );
             property.vector2Value = new Vector2( array[0], array[1] );
         }
         else if ( property.propertyType == SerializedPropertyType.Vector3 )
         {
             float[] array = new float[] { property.vector3Value.x, property.vector3Value.y, property.vector3Value.z };
             array = DrawFields( position, array, ObjectNames.NicifyVariableName( property.name ), EditorGUI.FloatField, vectorLabels );
             property.vector3Value = new Vector3( array[0], array[1], array[2] );
         }
         else if ( property.propertyType == SerializedPropertyType.Vector4 )
         {
             float[] array = new float[] { property.vector4Value.x, property.vector4Value.y, property.vector4Value.z, property.vector4Value.w };
             array = DrawFields( position, array, ObjectNames.NicifyVariableName( property.name ), EditorGUI.FloatField, vectorLabels );
             property.vector4Value = new Vector4( array[0], array[1], array[2] );
         }
     }
 
     private T[] DrawFields<T>( Rect rect, T[] vector, string mainLabel, System.Func<Rect, GUIContent, T, T> fieldDrawer, VectorLabelsAttribute vectorLabels )
     {
         T[] result = vector;
 
         bool twoLinesLayout = Screen.width < twoLinesThreshold;
 
         // Get the rect of the main label
         Rect mainLabelRect = rect;
         mainLabelRect.width = EditorGUIUtility.labelWidth;
         if ( twoLinesLayout )
             mainLabelRect.height *= 0.5f;
 
         // Get the size of each field rect
         Rect fieldRect = rect;
         if ( twoLinesLayout )
         {
             fieldRect.height *= 0.5f;
             fieldRect.y += fieldRect.height;
             fieldRect.width = rect.width / vector.Length;
         }
         else
         {
             fieldRect.x += mainLabelRect.width;
             fieldRect.width = ( rect.width - mainLabelRect.width ) / vector.Length;
         }
 
         EditorGUI.LabelField( mainLabelRect, mainLabel );
 
         for ( int i = 0 ; i < vector.Length ; i++ )
         {
             GUIContent label            = vectorLabels.Labels.Length > i ? new GUIContent( vectorLabels.Labels[i] ) : defaultLabels[i] ;
             Vector2 labelSize           = EditorStyles.label.CalcSize( label );
             EditorGUIUtility.labelWidth = Mathf.Max( labelSize.x + 5, 0.3f * fieldRect.width );
             result[i]                   = fieldDrawer( fieldRect, label, vector[i] );
             fieldRect.x                += fieldRect.width;
         }
 
         EditorGUIUtility.labelWidth = 0;
 
         return result;
     }
 }


In your main script

     [VectorLabels("Foo", "Bar")]
     public Vector3 Vector;

     [VectorLabels("My axis", "Other axis")]
     public Vector2 Vector2;


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avatar image thunderbuns · Nov 21, 2018 at 08:11 PM 0
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That is an in-depth answer, I will try this out and get back to you if I encounter any errors. Thank you very much for your answer.

avatar image MadeFromBoredom · Mar 28, 2019 at 05:36 AM 0
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Tested and works great. Thank you very much!

avatar image $$anonymous$$ · Apr 04, 2019 at 11:13 AM 0
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Hi, I've just tried this and it works however is it possible to get the float field working properly as the drag hot zone no longer working (changing the float while dragging on inspector).

avatar image Hellium $$anonymous$$ · Apr 05, 2019 at 07:36 AM 1
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@$$anonymous$$rchrissross : Answer updated! Only the VectorLabelsAttributeDrawer.cs had to change.

avatar image $$anonymous$$ Hellium · Apr 09, 2019 at 08:58 PM 0
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oh man, that is brilliant. Works wonderfully, thank you so much :)

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