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Unity Engine


TextArea

Make a text area.
Read time 3 minutesLast updated 4 days ago

Definition

  • Type: Method
  • Namespace: UnityEditor
  • Assembly: UnityEditor

TextArea(string, GUILayoutOption[])

Make a text area.
public static string TextArea(string text, params GUILayoutOption[] options)

Parameters

text

The text to edit.

An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.
Additional Resources: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.

Returns

Type

Description

stringThe text entered by the user.

Remarks

This works just like
<see cref="UnityEngine.GUILayout.TextArea"></see>
with proper responsiveness to actions like Select all, Copy, Paste in the Editor.
For Undo support, see Undo.RecordObject.
To make the text wrap, set EditorStyles.textField.wordWrap.
EditorGUILayoutTextArea (TextArea)
Quick script editor.

Examples

// Simple script that lets you visualize your scripts in an editor window// This can be expanded to save your scripts also in the editor window.using UnityEngine;using UnityEditor;public class TextAreaExample : EditorWindow{ string text = "Nothing Opened..."; TextAsset txtAsset; Vector2 scroll; [MenuItem("Examples/TextArea usage")] static void Init() { TextAreaExample window = (TextAreaExample)GetWindow(typeof(TextAreaExample), true, "EditorGUILayout.TextArea"); window.Show(); } Object source; void OnGUI() { source = EditorGUILayout.ObjectField(source, typeof(Object), true); TextAsset newTxtAsset = (TextAsset)source; if (newTxtAsset != txtAsset) ReadTextAsset(newTxtAsset); scroll = EditorGUILayout.BeginScrollView(scroll, GUILayout.Height(position.height - 30)); text = EditorGUILayout.TextArea(text); EditorGUILayout.EndScrollView(); } void ReadTextAsset(TextAsset txt) { text = txt.text; txtAsset = txt; }}

TextArea(string, GUIStyle, GUILayoutOption[])

Make a text area.
public static string TextArea(string text, GUIStyle style, params GUILayoutOption[] options)

Parameters

text

The text to edit.

Optional GUIStyle.

An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.
Additional Resources: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.

Returns

Type

Description

stringThe text entered by the user.

Remarks

This works just like
<see cref="UnityEngine.GUILayout.TextArea"></see>
with proper responsiveness to actions like Select all, Copy, Paste in the Editor.
For Undo support, see Undo.RecordObject.
To make the text wrap, set EditorStyles.textField.wordWrap.
EditorGUILayoutTextArea (TextArea)
Quick script editor.

Examples

// Simple script that lets you visualize your scripts in an editor window// This can be expanded to save your scripts also in the editor window.using UnityEngine;using UnityEditor;public class TextAreaExample : EditorWindow{ string text = "Nothing Opened..."; TextAsset txtAsset; Vector2 scroll; [MenuItem("Examples/TextArea usage")] static void Init() { TextAreaExample window = (TextAreaExample)GetWindow(typeof(TextAreaExample), true, "EditorGUILayout.TextArea"); window.Show(); } Object source; void OnGUI() { source = EditorGUILayout.ObjectField(source, typeof(Object), true); TextAsset newTxtAsset = (TextAsset)source; if (newTxtAsset != txtAsset) ReadTextAsset(newTxtAsset); scroll = EditorGUILayout.BeginScrollView(scroll, GUILayout.Height(position.height - 30)); text = EditorGUILayout.TextArea(text); EditorGUILayout.EndScrollView(); } void ReadTextAsset(TextAsset txt) { text = txt.text; txtAsset = txt; }}