# Label

> Make an auto-layout label.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.3/script-reference/unityengine.md)
* **Assembly:** UnityEngine.IMGUIModule

## Label(Texture, GUILayoutOption\[])

Make an auto-layout label.

```csharp
public static void Label(Texture image, params GUILayoutOption[] options)
```

### Parameters

**** (\[Texture]\(/engine/6000.3/script-reference/unityengine/texture)): [Texture](/engine/6000.3/script-reference/unityengine/texture.md) to display on the label.**** (\[GUILayoutOption\[]]\(/engine/6000.3/script-reference/unityengine/guilayoutoption)): An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the `style`.\
&#x20;Additional Resources: [GUILayout.Width](/engine/6000.3/script-reference/unityengine/guilayout/width.md), [GUILayout.Height](/engine/6000.3/script-reference/unityengine/guilayout/height.md), [GUILayout.MinWidth](/engine/6000.3/script-reference/unityengine/guilayout/minwidth.md), [GUILayout.MaxWidth](/engine/6000.3/script-reference/unityengine/guilayout/maxwidth.md), [GUILayout.MinHeight](/engine/6000.3/script-reference/unityengine/guilayout/minheight.md), [GUILayout.MaxHeight](/engine/6000.3/script-reference/unityengine/guilayout/maxheight.md), [GUILayout.ExpandWidth](/engine/6000.3/script-reference/unityengine/guilayout/expandwidth.md), [GUILayout.ExpandHeight](/engine/6000.3/script-reference/unityengine/guilayout/expandheight.md).

### 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](/engine/6000.3/script-reference/unityengine/guilayout/box.md) control

![GUILayoutLabel (Label)](/api/media?file=/engine/6000.3/media/images/GUILayoutLabel.png)

*Label in the Game View.*

### Examples

```csharp
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.

```csharp
public static void Label(string text, params GUILayoutOption[] options)
```

### Parameters

**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): Text to display on the label.**** (\[GUILayoutOption\[]]\(/engine/6000.3/script-reference/unityengine/guilayoutoption)): An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the `style`.\
&#x20;Additional Resources: [GUILayout.Width](/engine/6000.3/script-reference/unityengine/guilayout/width.md), [GUILayout.Height](/engine/6000.3/script-reference/unityengine/guilayout/height.md), [GUILayout.MinWidth](/engine/6000.3/script-reference/unityengine/guilayout/minwidth.md), [GUILayout.MaxWidth](/engine/6000.3/script-reference/unityengine/guilayout/maxwidth.md), [GUILayout.MinHeight](/engine/6000.3/script-reference/unityengine/guilayout/minheight.md), [GUILayout.MaxHeight](/engine/6000.3/script-reference/unityengine/guilayout/maxheight.md), [GUILayout.ExpandWidth](/engine/6000.3/script-reference/unityengine/guilayout/expandwidth.md), [GUILayout.ExpandHeight](/engine/6000.3/script-reference/unityengine/guilayout/expandheight.md).

### 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](/engine/6000.3/script-reference/unityengine/guilayout/box.md) control

![GUILayoutLabel (Label)](/api/media?file=/engine/6000.3/media/images/GUILayoutLabel.png)

*Label in the Game View.*

### Examples

```csharp
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.

```csharp
public static void Label(GUIContent content, params GUILayoutOption[] options)
```

### Parameters

**** (\[GUIContent]\(/engine/6000.3/script-reference/unityengine/guicontent)): Text, image and tooltip for this label.**** (\[GUILayoutOption\[]]\(/engine/6000.3/script-reference/unityengine/guilayoutoption)): An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the `style`.\
&#x20;Additional Resources: [GUILayout.Width](/engine/6000.3/script-reference/unityengine/guilayout/width.md), [GUILayout.Height](/engine/6000.3/script-reference/unityengine/guilayout/height.md), [GUILayout.MinWidth](/engine/6000.3/script-reference/unityengine/guilayout/minwidth.md), [GUILayout.MaxWidth](/engine/6000.3/script-reference/unityengine/guilayout/maxwidth.md), [GUILayout.MinHeight](/engine/6000.3/script-reference/unityengine/guilayout/minheight.md), [GUILayout.MaxHeight](/engine/6000.3/script-reference/unityengine/guilayout/maxheight.md), [GUILayout.ExpandWidth](/engine/6000.3/script-reference/unityengine/guilayout/expandwidth.md), [GUILayout.ExpandHeight](/engine/6000.3/script-reference/unityengine/guilayout/expandheight.md).

### 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](/engine/6000.3/script-reference/unityengine/guilayout/box.md) control

![GUILayoutLabel (Label)](/api/media?file=/engine/6000.3/media/images/GUILayoutLabel.png)

*Label in the Game View.*

### Examples

```csharp
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.

```csharp
public static void Label(Texture image, GUIStyle style, params GUILayoutOption[] options)
```

### Parameters

**** (\[Texture]\(/engine/6000.3/script-reference/unityengine/texture)): [Texture](/engine/6000.3/script-reference/unityengine/texture.md) to display on the label.**** (\[GUIStyle]\(/engine/6000.3/script-reference/unityengine/guistyle)): The style to use. If left out, the `label` style from the current [GUISkin](/engine/6000.3/script-reference/unityengine/guiskin.md) is used.**** (\[GUILayoutOption\[]]\(/engine/6000.3/script-reference/unityengine/guilayoutoption)): An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the `style`.\
&#x20;Additional Resources: [GUILayout.Width](/engine/6000.3/script-reference/unityengine/guilayout/width.md), [GUILayout.Height](/engine/6000.3/script-reference/unityengine/guilayout/height.md), [GUILayout.MinWidth](/engine/6000.3/script-reference/unityengine/guilayout/minwidth.md), [GUILayout.MaxWidth](/engine/6000.3/script-reference/unityengine/guilayout/maxwidth.md), [GUILayout.MinHeight](/engine/6000.3/script-reference/unityengine/guilayout/minheight.md), [GUILayout.MaxHeight](/engine/6000.3/script-reference/unityengine/guilayout/maxheight.md), [GUILayout.ExpandWidth](/engine/6000.3/script-reference/unityengine/guilayout/expandwidth.md), [GUILayout.ExpandHeight](/engine/6000.3/script-reference/unityengine/guilayout/expandheight.md).

### 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](/engine/6000.3/script-reference/unityengine/guilayout/box.md) control

![GUILayoutLabel (Label)](/api/media?file=/engine/6000.3/media/images/GUILayoutLabel.png)

*Label in the Game View.*

### Examples

```csharp
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.

```csharp
public static void Label(string text, GUIStyle style, params GUILayoutOption[] options)
```

### Parameters

**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): Text to display on the label.**** (\[GUIStyle]\(/engine/6000.3/script-reference/unityengine/guistyle)): The style to use. If left out, the `label` style from the current [GUISkin](/engine/6000.3/script-reference/unityengine/guiskin.md) is used.**** (\[GUILayoutOption\[]]\(/engine/6000.3/script-reference/unityengine/guilayoutoption)): An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the `style`.\
&#x20;Additional Resources: [GUILayout.Width](/engine/6000.3/script-reference/unityengine/guilayout/width.md), [GUILayout.Height](/engine/6000.3/script-reference/unityengine/guilayout/height.md), [GUILayout.MinWidth](/engine/6000.3/script-reference/unityengine/guilayout/minwidth.md), [GUILayout.MaxWidth](/engine/6000.3/script-reference/unityengine/guilayout/maxwidth.md), [GUILayout.MinHeight](/engine/6000.3/script-reference/unityengine/guilayout/minheight.md), [GUILayout.MaxHeight](/engine/6000.3/script-reference/unityengine/guilayout/maxheight.md), [GUILayout.ExpandWidth](/engine/6000.3/script-reference/unityengine/guilayout/expandwidth.md), [GUILayout.ExpandHeight](/engine/6000.3/script-reference/unityengine/guilayout/expandheight.md).

### 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](/engine/6000.3/script-reference/unityengine/guilayout/box.md) control

![GUILayoutLabel (Label)](/api/media?file=/engine/6000.3/media/images/GUILayoutLabel.png)

*Label in the Game View.*

### Examples

```csharp
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.

```csharp
public static void Label(GUIContent content, GUIStyle style, params GUILayoutOption[] options)
```

### Parameters

**** (\[GUIContent]\(/engine/6000.3/script-reference/unityengine/guicontent)): Text, image and tooltip for this label.**** (\[GUIStyle]\(/engine/6000.3/script-reference/unityengine/guistyle)): The style to use. If left out, the `label` style from the current [GUISkin](/engine/6000.3/script-reference/unityengine/guiskin.md) is used.**** (\[GUILayoutOption\[]]\(/engine/6000.3/script-reference/unityengine/guilayoutoption)): An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the `style`.\
&#x20;Additional Resources: [GUILayout.Width](/engine/6000.3/script-reference/unityengine/guilayout/width.md), [GUILayout.Height](/engine/6000.3/script-reference/unityengine/guilayout/height.md), [GUILayout.MinWidth](/engine/6000.3/script-reference/unityengine/guilayout/minwidth.md), [GUILayout.MaxWidth](/engine/6000.3/script-reference/unityengine/guilayout/maxwidth.md), [GUILayout.MinHeight](/engine/6000.3/script-reference/unityengine/guilayout/minheight.md), [GUILayout.MaxHeight](/engine/6000.3/script-reference/unityengine/guilayout/maxheight.md), [GUILayout.ExpandWidth](/engine/6000.3/script-reference/unityengine/guilayout/expandwidth.md), [GUILayout.ExpandHeight](/engine/6000.3/script-reference/unityengine/guilayout/expandheight.md).

### 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](/engine/6000.3/script-reference/unityengine/guilayout/box.md) control

![GUILayoutLabel (Label)](/api/media?file=/engine/6000.3/media/images/GUILayoutLabel.png)

*Label in the Game View.*

### Examples

```csharp
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");
    }
}
```
