Label
Make an auto-layout label.
Read time 7 minutesLast updated 4 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.IMGUIModule
Label(Texture, GUILayoutOption[])
Make an auto-layout label.
public static void Label(Texture image, params GUILayoutOption[] options)
Parameters
An optional list of layout options that specify extra layouting 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.
Additional Resources: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.
Remarks
Labels have no user interaction, do not catch mouse clicks and are always rendered in normal style. If you want to make a control that responds visually to user input, use a GUILayout.Box control

Label in the Game View.
Examples
using UnityEngine;public class ExampleScript : MonoBehaviour{ // Draws a texture and a label after the Texture // using GUILayout. Texture tex; void OnGUI() { if (!tex) { Debug.LogError("Missing texture, assign a texture in the inspector"); } GUILayout.Label(tex); GUILayout.Label("This is an sized label"); }}
Label(string, GUILayoutOption[])
Make an auto-layout label.
public static void Label(string text, params GUILayoutOption[] options)
Parameters
Text to display on the label.
An optional list of layout options that specify extra layouting 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.
Additional Resources: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.
Remarks
Labels have no user interaction, do not catch mouse clicks and are always rendered in normal style. If you want to make a control that responds visually to user input, use a GUILayout.Box control

Label in the Game View.
Examples
using UnityEngine;public class ExampleScript : MonoBehaviour{ // Draws a texture and a label after the Texture // using GUILayout. Texture tex; void OnGUI() { if (!tex) { Debug.LogError("Missing texture, assign a texture in the inspector"); } GUILayout.Label(tex); GUILayout.Label("This is an sized label"); }}
Label(GUIContent, GUILayoutOption[])
Make an auto-layout label.
public static void Label(GUIContent content, params GUILayoutOption[] options)
Parameters
Text, image and tooltip for this label.
An optional list of layout options that specify extra layouting 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.
Additional Resources: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.
Remarks
Labels have no user interaction, do not catch mouse clicks and are always rendered in normal style. If you want to make a control that responds visually to user input, use a GUILayout.Box control

Label in the Game View.
Examples
using UnityEngine;public class ExampleScript : MonoBehaviour{ // Draws a texture and a label after the Texture // using GUILayout. Texture tex; void OnGUI() { if (!tex) { Debug.LogError("Missing texture, assign a texture in the inspector"); } GUILayout.Label(tex); GUILayout.Label("This is an sized label"); }}
Label(Texture, GUIStyle, GUILayoutOption[])
Make an auto-layout label.
public static void Label(Texture image, GUIStyle style, params GUILayoutOption[] options)
Parameters
An optional list of layout options that specify extra layouting 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.
Additional Resources: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.
Remarks
Labels have no user interaction, do not catch mouse clicks and are always rendered in normal style. If you want to make a control that responds visually to user input, use a GUILayout.Box control

Label in the Game View.
Examples
using UnityEngine;public class ExampleScript : MonoBehaviour{ // Draws a texture and a label after the Texture // using GUILayout. Texture tex; void OnGUI() { if (!tex) { Debug.LogError("Missing texture, assign a texture in the inspector"); } GUILayout.Label(tex); GUILayout.Label("This is an sized label"); }}
Label(string, GUIStyle, GUILayoutOption[])
Make an auto-layout label.
public static void Label(string text, GUIStyle style, params GUILayoutOption[] options)
Parameters
Text to display on the label.
An optional list of layout options that specify extra layouting 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.
Additional Resources: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.
Remarks
Labels have no user interaction, do not catch mouse clicks and are always rendered in normal style. If you want to make a control that responds visually to user input, use a GUILayout.Box control

Label in the Game View.
Examples
using UnityEngine;public class ExampleScript : MonoBehaviour{ // Draws a texture and a label after the Texture // using GUILayout. Texture tex; void OnGUI() { if (!tex) { Debug.LogError("Missing texture, assign a texture in the inspector"); } GUILayout.Label(tex); GUILayout.Label("This is an sized label"); }}
Label(GUIContent, GUIStyle, GUILayoutOption[])
Make an auto-layout label.
public static void Label(GUIContent content, GUIStyle style, params GUILayoutOption[] options)
Parameters
Text, image and tooltip for this label.
An optional list of layout options that specify extra layouting 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.
Additional Resources: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.
Remarks
Labels have no user interaction, do not catch mouse clicks and are always rendered in normal style. If you want to make a control that responds visually to user input, use a GUILayout.Box control

Label in the Game View.
Examples
using UnityEngine;public class ExampleScript : MonoBehaviour{ // Draws a texture and a label after the Texture // using GUILayout. Texture tex; void OnGUI() { if (!tex) { Debug.LogError("Missing texture, assign a texture in the inspector"); } GUILayout.Label(tex); GUILayout.Label("This is an sized label"); }}