void OnGUI() { GUILayout.Label(" Creador de luces", EditorStyles.boldLabel); GUI.DrawTexture(GUILayoutUtility.GetRect(50, 120), (Texture2D)Resources.Load("foco")); name = EditorGUILayout.TextField("Name", name); op = (options)EditorGUILayout.EnumPopup("Light Type", op); bounceintensity = EditorGUILayout.FloatField("Bounce Intencity", bounceintensity); spot = EditorGUILayout.FloatField("Spot Angle", spot); intensity = EditorGUILayout.FloatField("Intensidad", intensity); color = EditorGUILayout.ColorField("color", color); Rect rectOpenNew = EditorGUILayout.BeginHorizontal("Button"); if (GUI.Button(rectOpenNew, GUIContent.none)) { lc = ScriptableObjectUtility.CreateAssetAndReturn <LightsConfig>(); lc.name = name; lc.bounceIntencity = bounceintensity; lc.spotValor = spot; lc.intensity = intensity; lc.color = color; instantiateop(op); lc.type = luz; GameObject light = new GameObject(name); light.AddComponent <Light>(); light.GetComponent <Light>().bounceIntensity = bounceintensity; light.GetComponent <Light>().spotAngle = spot; light.GetComponent <Light>().intensity = intensity; light.GetComponent <Light>().color = color; light.GetComponent <Light>().type = luz; } GUILayout.Label("create light"); EditorGUILayout.EndHorizontal(); }