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