TextField
Makes a text field.
Read time 3 minutesLast updated 4 days ago
Definition
- Type: Method
- Namespace: UnityEditor
- Assembly: UnityEditor
TextField(Rect, string, GUIStyle)
Makes a text field.
public static string TextField(Rect position, string text, GUIStyle style)
Parameters
Returns
Type | Description |
|---|---|
| string | The text entered by the user. |
Remarks
This works just like GUI.TextField, but correctly responds to select all, copy, paste etc. in the editor, and it can have an optional label in front.

Text field in an Editor Window.
Examples
using UnityEngine;using UnityEditor;// Changes the name of the selected Objects to the one typed in the text fieldclass EditorGUITextField : EditorWindow{ string objNames = ""; [MenuItem("Examples/Bulk Name change")] static void Init() { var window = GetWindow<EditorGUITextField>(); window.Show(); } void OnGUI() { EditorGUI.DropShadowLabel(new Rect(0, 0, position.width, 20), "Select the objects to rename."); objNames = EditorGUI.TextField(new Rect(10, 25, position.width - 20, 20), "New Names:", objNames); if (Selection.activeTransform) { if (GUI.Button(new Rect(0, 50, position.width, 30), "Bulk rename!")) { foreach (Transform t in Selection.transforms) { t.name = objNames; } } } } void OnInspectorUpdate() { Repaint(); }}
TextField(Rect, string, string, GUIStyle)
Makes a text field.
public static string TextField(Rect position, string label, string text, GUIStyle style)
Parameters
Returns
Type | Description |
|---|---|
| string | The text entered by the user. |
Remarks
This works just like GUI.TextField, but correctly responds to select all, copy, paste etc. in the editor, and it can have an optional label in front.

Text field in an Editor Window.
Examples
using UnityEngine;using UnityEditor;// Changes the name of the selected Objects to the one typed in the text fieldclass EditorGUITextField : EditorWindow{ string objNames = ""; [MenuItem("Examples/Bulk Name change")] static void Init() { var window = GetWindow<EditorGUITextField>(); window.Show(); } void OnGUI() { EditorGUI.DropShadowLabel(new Rect(0, 0, position.width, 20), "Select the objects to rename."); objNames = EditorGUI.TextField(new Rect(10, 25, position.width - 20, 20), "New Names:", objNames); if (Selection.activeTransform) { if (GUI.Button(new Rect(0, 50, position.width, 30), "Bulk rename!")) { foreach (Transform t in Selection.transforms) { t.name = objNames; } } } } void OnInspectorUpdate() { Repaint(); }}
TextField(Rect, GUIContent, string, GUIStyle)
Makes a text field.
public static string TextField(Rect position, GUIContent label, string text, GUIStyle style)
Parameters
Rectangle on the screen to use for the text field.
Optional label to display in front of the text field.
The text to edit.
Returns
Type | Description |
|---|---|
| string | The text entered by the user. |
Remarks
This works just like GUI.TextField, but correctly responds to select all, copy, paste etc. in the editor, and it can have an optional label in front.

Text field in an Editor Window.
Examples
using UnityEngine;using UnityEditor;// Changes the name of the selected Objects to the one typed in the text fieldclass EditorGUITextField : EditorWindow{ string objNames = ""; [MenuItem("Examples/Bulk Name change")] static void Init() { var window = GetWindow<EditorGUITextField>(); window.Show(); } void OnGUI() { EditorGUI.DropShadowLabel(new Rect(0, 0, position.width, 20), "Select the objects to rename."); objNames = EditorGUI.TextField(new Rect(10, 25, position.width - 20, 20), "New Names:", objNames); if (Selection.activeTransform) { if (GUI.Button(new Rect(0, 50, position.width, 30), "Bulk rename!")) { foreach (Transform t in Selection.transforms) { t.name = objNames; } } } } void OnInspectorUpdate() { Repaint(); }}