diff --git a/Source/Editor/Windows/Assets/ModelBaseWindow.cs b/Source/Editor/Windows/Assets/ModelBaseWindow.cs
index 14344ef71..09b4606c4 100644
--- a/Source/Editor/Windows/Assets/ModelBaseWindow.cs
+++ b/Source/Editor/Windows/Assets/ModelBaseWindow.cs
@@ -236,6 +236,7 @@ namespace FlaxEditor.Windows.Assets
var group = layout.Group("General");
var minScreenSize = group.FloatValue("Min Screen Size", "The minimum screen size to draw model (the bottom limit). Used to cull small models. Set to 0 to disable this feature.");
+ minScreenSize.ValueBox.SlideSpeed = 0.005f;
minScreenSize.ValueBox.MinValue = 0.0f;
minScreenSize.ValueBox.MaxValue = 1.0f;
minScreenSize.ValueBox.Value = proxy.Asset.MinScreenSize;
@@ -476,12 +477,12 @@ namespace FlaxEditor.Windows.Assets
}
}
- [EditorOrder(1), EditorDisplay(null, "LOD"), Limit(0, Model.MaxLODs), VisibleIf("ShowUVs")]
- [Tooltip("Level Of Detail index to preview UVs layout.")]
+ [EditorOrder(1), EditorDisplay(null, "LOD"), Limit(0, Model.MaxLODs, 0.01f), VisibleIf("ShowUVs")]
+ [Tooltip("Level Of Detail index to preview UVs layout at.")]
public int LOD = 0;
- [EditorOrder(2), EditorDisplay(null, "Mesh"), Limit(-1, 1000000), VisibleIf("ShowUVs")]
- [Tooltip("Mesh index to preview UVs layout. Use -1 for all meshes")]
+ [EditorOrder(2), EditorDisplay(null, "Mesh"), Limit(-1, 1000000, 0.01f), VisibleIf("ShowUVs")]
+ [Tooltip("Mesh index to show UVs layout for. Use -1 to display all UVs of all meshes")]
public int Mesh = -1;
private bool ShowUVs => _uvChannel != UVChannel.None;
diff --git a/Source/Editor/Windows/Assets/ModelWindow.cs b/Source/Editor/Windows/Assets/ModelWindow.cs
index 9a0b1ad82..1dc30cae3 100644
--- a/Source/Editor/Windows/Assets/ModelWindow.cs
+++ b/Source/Editor/Windows/Assets/ModelWindow.cs
@@ -81,6 +81,7 @@ namespace FlaxEditor.Windows.Assets
}
var resolution = group.FloatValue("Resolution Scale", Window.Editor.CodeDocs.GetTooltip(typeof(ModelTool.Options), nameof(ModelImportSettings.Settings.SDFResolution)));
+ resolution.ValueBox.SlideSpeed = 0.001f;
resolution.ValueBox.MinValue = 0.0001f;
resolution.ValueBox.MaxValue = 100.0f;
resolution.ValueBox.Value = sdf.Texture != null ? sdf.ResolutionScale : 1.0f;
diff --git a/Source/Engine/Level/Actors/AnimatedModel.h b/Source/Engine/Level/Actors/AnimatedModel.h
index 89124cb87..859d89212 100644
--- a/Source/Engine/Level/Actors/AnimatedModel.h
+++ b/Source/Engine/Level/Actors/AnimatedModel.h
@@ -110,7 +110,7 @@ public:
///
/// The animation update delta timescale. Can be used to speed up animation playback or create slow motion effect.
///
- API_FIELD(Attributes="EditorOrder(45), EditorDisplay(\"Skinned Model\")")
+ API_FIELD(Attributes="EditorOrder(45), Limit(0, float.MaxValue, 0.025f), EditorDisplay(\"Skinned Model\")")
float UpdateSpeed = 1.0f;
///
@@ -122,7 +122,7 @@ public:
///
/// The master scale parameter for the actor bounding box. Helps to reduce mesh flickering effect on screen edges.
///
- API_FIELD(Attributes="EditorOrder(60), DefaultValue(1.5f), Limit(0), EditorDisplay(\"Skinned Model\")")
+ API_FIELD(Attributes="EditorOrder(60), DefaultValue(1.5f), Limit(0, float.MaxValue, 0.025f), EditorDisplay(\"Skinned Model\")")
float BoundsScale = 1.5f;
///