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Unity Engine


Label

Make an auto-layout label.
Read time 6 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

image

Texture 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
.
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
GUILayoutLabel (Label)
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

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
.
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
GUILayoutLabel (Label)
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

content

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
.
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
GUILayoutLabel (Label)
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

image

Texture to display on the label.

The style to use. If left out, the
label
style from the current GUISkin is used.

An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the
style
.
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
GUILayoutLabel (Label)
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

Text to display on the label.

The style to use. If left out, the
label
style from the current GUISkin is used.

An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the
style
.
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
GUILayoutLabel (Label)
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

content

Text, image and tooltip for this label.

The style to use. If left out, the
label
style from the current GUISkin is used.

An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the
style
.
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
GUILayoutLabel (Label)
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"); }}