/// <summary>
        /// Updates contents of the scene object specific fields (name, position, rotation, etc.)
        /// </summary>
        /// <param name="forceUpdate">If true, the GUI elements will be updated regardless of whether a change was
        ///                           detected or not.</param>
        internal void RefreshSceneObjectFields(bool forceUpdate)
        {
            if (activeSO == null)
            {
                return;
            }

            soNameInput.Text     = activeSO.Name;
            soActiveToggle.Value = activeSO.Active;
            soMobility.Value     = (ulong)activeSO.Mobility;

            SceneObject prefabParent = PrefabUtility.GetPrefabParent(activeSO);

            // Ignore prefab parent if scene root, we only care for non-root prefab instances
            bool hasPrefab = prefabParent != null && prefabParent.Parent != null;

            if (soHasPrefab != hasPrefab || forceUpdate)
            {
                int numChildren = soPrefabLayout.ChildCount;
                for (int i = 0; i < numChildren; i++)
                {
                    soPrefabLayout.GetChild(0).Destroy();
                }

                GUILabel prefabLabel = new GUILabel(new LocEdString("Prefab"), GUIOption.FixedWidth(50));
                soPrefabLayout.AddElement(prefabLabel);

                if (hasPrefab)
                {
                    GUIButton btnApplyPrefab  = new GUIButton(new LocEdString("Apply"), GUIOption.FixedWidth(60));
                    GUIButton btnRevertPrefab = new GUIButton(new LocEdString("Revert"), GUIOption.FixedWidth(60));
                    GUIButton btnBreakPrefab  = new GUIButton(new LocEdString("Break"), GUIOption.FixedWidth(60));

                    btnApplyPrefab.OnClick += () =>
                    {
                        PrefabUtility.ApplyPrefab(activeSO);
                    };
                    btnRevertPrefab.OnClick += () =>
                    {
                        GameObjectUndo.RecordSceneObject(activeSO, true, "Reverting \"" + activeSO.Name + "\" to prefab.");
                        PrefabUtility.RevertPrefab(activeSO);

                        GameObjectUndo.ResolveDiffs();
                        EditorApplication.SetSceneDirty();
                    };
                    btnBreakPrefab.OnClick += () =>
                    {
                        UndoRedo.BreakPrefab(activeSO, "Breaking prefab link for " + activeSO.Name);

                        EditorApplication.SetSceneDirty();
                    };

                    soPrefabLayout.AddElement(btnApplyPrefab);
                    soPrefabLayout.AddElement(btnRevertPrefab);
                    soPrefabLayout.AddElement(btnBreakPrefab);
                }
                else
                {
                    GUILabel noPrefabLabel = new GUILabel("None");
                    soPrefabLayout.AddElement(noPrefabLabel);
                }

                soHasPrefab = hasPrefab;
            }

            Vector3    position;
            Quaternion rotation;

            if (EditorApplication.ActiveCoordinateMode == HandleCoordinateMode.World)
            {
                position = activeSO.Position;
                rotation = activeSO.Rotation;
            }
            else
            {
                position = activeSO.LocalPosition;
                rotation = activeSO.LocalRotation;
            }

            Vector3 scale = activeSO.LocalScale;

            if (!soPos.HasInputFocus || forceUpdate)
            {
                soPos.Value = position;
            }

            // Avoid updating the rotation unless actually changed externally, since switching back and forth between
            // quaternion and euler angles can cause weird behavior
            if ((!soRot.HasInputFocus && rotation != lastRotation) || forceUpdate)
            {
                soRot.Value  = rotation.ToEuler();
                lastRotation = rotation;
            }

            if (!soScale.HasInputFocus || forceUpdate)
            {
                soScale.Value = scale;
            }
        }