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EditorGUI.TagField

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public static function TagField(position: Rect, tag: string, style: GUIStyle = EditorStyles.popup): string;
public static string TagField(Rect position, string tag, GUIStyle style = EditorStyles.popup);
public static function TagField(position: Rect, label: string, tag: string, style: GUIStyle = EditorStyles.popup): string;
public static string TagField(Rect position, string label, string tag, GUIStyle style = EditorStyles.popup);
public static function TagField(position: Rect, label: GUIContent, tag: string, style: GUIStyle = EditorStyles.popup): string;
public static string TagField(Rect position, GUIContent label, string tag, GUIStyle style = EditorStyles.popup);

Parameters

position Rectangle on the screen to use for the field.
label Optional label in front of the field.
tag The tag the field shows.
style Optional GUIStyle.

Returns

string The tag selected by the user.

Description

Make a tag selection field.


Tag field in an Editor window.

// Change the Tag and/or the layer of the selected GameObjects.

class EditorGUITagLayerField extends EditorWindow {

var selectedTag : String = ""; var selectedLayer : int = 0;

@MenuItem("Examples/Tag - Layer for Selection") static function Init() { var window = GetWindow(EditorGUITagLayerField); window.position = Rect(0,0,350,70); window.Show(); }

function OnGUI() { selectedTag = EditorGUI.TagField( Rect(3,3,position.width/2 - 6, 20), "New Tag:", selectedTag); selectedLayer = EditorGUI.LayerField( Rect(position.width/2 + 3,3, position.width/2 - 6, 20), "New Layer:", selectedLayer);

if(Selection.activeGameObject) { if(GUI.Button(Rect(3,25,90,17),"Change Tags")) for(var go : GameObject in Selection.gameObjects) go.tag = selectedTag; if(GUI.Button(Rect(position.width-96, 25,90,17),"Change Layers")) for(var go : GameObject in Selection.gameObjects) go.layer = selectedLayer; } }

function OnInspectorUpdate() { Repaint(); } }

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