I’m defining a customized editor window, and utilizing a EditorGUILayout.BeginScrollView to permit the remainder of the content material to be seen when it turns into too lengthy vertically.
I’m nonetheless not focused on horizontal scrolling, and can’t appear to discover a method to trigger the horizontal content material to suit inside the scrollbar. It mechanically overflows.
Is there any method to outline the width of the realm that comprises every thing?
I’ve this inside an editor window script:
Vector2 scrollPos;
void OnGUI()
{
GUILayout.Label("nQwAbA");
EditorGUILayout.Separator();
if (Choice.activeGameObject)
{
EditorGUILayout.BeginVertical(GUILayout.MaxWidth(100));
scrollPos = EditorGUILayout.BeginScrollView(scrollPos);
// GUILayout.BeginArea(new Rect(Vector2.zero,new Vector2(place.width,place.peak)));
GameObject n = Choice.activeGameObject;
NKWABA nkwaba = n.GetComponentInChildren<NKWABA>();
if (nkwaba)
{
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("INIT"))
{
nkwaba.INIT();
}
if (GUILayout.Button("CYCLE"))
{
nkwaba.CYCLE();
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.Separator();
GUILayout.Label(nkwaba.jointLabel.textual content);
nkwaba.title.textual content = EditorGUILayout.TextField("Pose Title", nkwaba.title.textual content);
EditorGUILayout.Separator();
// GUILayout.EndArea();
EditorGUILayout.EndScrollView();
EditorGUILayout.EndVertical();
}
}
else
{
GUILayout.Label("Choose nQwAbA");
}
}
```