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Question by Buzzdev · Oct 02, 2014 at 04:02 PM · guieditorwindow

EditorWindow: Scrollview

Hi,

I'm trying to create a custom editor window but i'm having some problems. My width and height scroll bar has a small wiggle room between values (even if there is no content) needed to extend to them.

Also, when there is too much content and I actually need it to scroll. It stays the same.

Thanks in advance!

Here's an image of what I mean, and here's the script:

 Vector2 scrollPos;
 
     void OnGUI () {
  
             scrollPos = EditorGUILayout.BeginScrollView (scrollPos,
                                                          true,
                                                          false,
                                                          GUILayout.Width(Screen.width ),
                                                          GUILayout.Height(Screen.height - 20));
 
             int posx = 20;
 
             for (int i = 0; i < asm.mylist.Length; i++) {
             
                 GUILayout.BeginArea(new Rect(posx, 20, 60, Screen.height - 80 ));
 
                 asm.mylist [i].volume = GUILayout.VerticalSlider(asm.mylist [i].volume, 0, 1);
                 
                 EditorGUILayout.LabelField (asm.mylist [i].gameObject.name);
 
                 GUILayout.EndArea();
 
                 posx += 70;
 
             }
         
             EditorGUILayout.EndScrollView();
 
         }


unityimage.png (22.3 kB)
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Answer by slavo · Oct 03, 2014 at 12:28 PM

You are doing lot of hand computing that is wrong in some way. But I was unable to find what exactly is wrong. But you can rewrite your script to let unity handle all sizes for you automaticlly.

Yuor script would look like

     Vector2 scrollPos;
 
     void OnGUI () {
         
         scrollPos = EditorGUILayout.BeginScrollView (scrollPos,
                                                      false,
                                                      false);
 
         //vertical space
         GUILayout.Space(20);
         
         GUILayout.BeginHorizontal();
 
         for (int i = 0; i < asm.mylist.Length; i++) {
 
             //in horizontal layout this is horizontal space
             GUILayout.Space(20);
 
             //Eqivalent of Begin area, but you only care about width, rest is automaticlly compute, so you do not need "posx"
             GUILayout.BeginVertical(GUILayout.Width(70));
 
             asm.mylist [i].volume = GUILayout.VerticalSlider(asm.mylist [i].volume, 0, 1);
             
             EditorGUILayout.LabelField (asm.mylist [i].gameObject.name);
             
             GUILayout.EndVertical();
 
         }
 
         GUILayout.EndHorizontal();
 
         EditorGUILayout.EndScrollView(); 
     }

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avatar image Buzzdev · Oct 04, 2014 at 01:46 PM 0
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Thanks for the reply worked a charm!

Looks like i'll just have to use more automatic adjustments from now on! I seem to get lost in hardcoded values

avatar image Tpwcnls · Nov 23, 2016 at 09:48 AM 0
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good work

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