@@ -10,9 +10,9 @@ namespace FbxExporters.EditorTools {
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[ CustomEditor ( typeof ( ExportSettings ) ) ]
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public class ExportSettingsEditor : UnityEditor . Editor {
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Vector2 scrollPos = Vector2 . zero ;
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- const float LabelWidth = 225 ;
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- const float SelectableLabelMinWidth = 100 ;
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- const float BrowseButtonWidth = 55 ;
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+ const float LabelWidth = 130 ;
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+ const float SelectableLabelMinWidth = 90 ;
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+ const float BrowseButtonWidth = 25 ;
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public override void OnInspectorGUI ( ) {
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ExportSettings exportSettings = ( ExportSettings ) target ;
@@ -29,7 +29,7 @@ public override void OnInspectorGUI() {
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}
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GUILayout . BeginVertical ( ) ;
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exportSettings . mayaCompatibleNames = EditorGUILayout . Toggle (
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- new GUIContent ( "Convert to Maya Compatible Naming:" ,
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+ new GUIContent ( "Compatible Naming:" ,
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"In Maya some symbols such as spaces and accents get replaced when importing an FBX " +
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"(e.g. \" foo bar\" becomes \" fooFBXASC032bar\" ). " +
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"On export, convert the names of GameObjects so they are Maya compatible." +
@@ -48,15 +48,16 @@ public override void OnInspectorGUI() {
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GUILayout . BeginHorizontal ( ) ;
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GUILayout . Label ( new GUIContent (
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"Export Path:" ,
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- "Relative path for saving Model Prefabs." ) ) ;
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+ "Relative path for saving Model Prefabs." ) , GUILayout . Width ( LabelWidth - 3 ) ) ;
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+
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var pathLabel = ExportSettings . GetRelativeSavePath ( ) ;
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if ( pathLabel == "." ) { pathLabel = "(Assets root)" ; }
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EditorGUILayout . SelectableLabel ( pathLabel ,
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EditorStyles . textField ,
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GUILayout . MinWidth ( SelectableLabelMinWidth ) ,
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GUILayout . Height ( EditorGUIUtility . singleLineHeight ) ) ;
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- if ( GUILayout . Button ( " Browse" , EditorStyles . miniButton , GUILayout . Width ( BrowseButtonWidth ) ) ) {
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+ if ( GUILayout . Button ( new GUIContent ( "..." , " Browse to a new location for saving model prefabs" ) , EditorStyles . miniButton , GUILayout . Width ( BrowseButtonWidth ) ) ) {
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string initialPath = ExportSettings . GetAbsoluteSavePath ( ) ;
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// if the directory doesn't exist, set it to the default save path
@@ -91,13 +92,13 @@ public override void OnInspectorGUI() {
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GUILayout . BeginHorizontal ( ) ;
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GUILayout . Label ( new GUIContent (
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"3D Application:" ,
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- "Select the 3D Application for which you would like to install the Unity integration." ) ) ;
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+ "Select the 3D Application for which you would like to install the Unity integration." ) , GUILayout . Width ( LabelWidth - 3 ) ) ;
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// dropdown to select Maya version to use
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var options = ExportSettings . GetDCCOptions ( ) ;
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exportSettings . selectedDCCApp = EditorGUILayout . Popup ( exportSettings . selectedDCCApp , options ) ;
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- if ( GUILayout . Button ( " Browse" , EditorStyles . miniButton , GUILayout . Width ( BrowseButtonWidth ) ) ) {
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+ if ( GUILayout . Button ( new GUIContent ( "..." , " Browse to a 3D application in a non-default location" ) , EditorStyles . miniButton , GUILayout . Width ( BrowseButtonWidth ) ) ) {
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var ext = "" ;
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switch ( Application . platform ) {
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case RuntimePlatform . WindowsEditor :
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