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GUI.Label

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public static method Label(position: Rect, text: string): void;
public static void Label(Rect position, string text);
public static method Label(position: Rect, image: Texture): void;
public static void Label(Rect position, Texture image);
public static method Label(position: Rect, content: GUIContent): void;
public static void Label(Rect position, GUIContent content);
public static method Label(position: Rect, text: string, style: GUIStyle): void;
public static void Label(Rect position, string text, GUIStyle style);
public static method Label(position: Rect, image: Texture, style: GUIStyle): void;
public static void Label(Rect position, Texture image, GUIStyle style);
public static method Label(position: Rect, content: GUIContent, style: GUIStyle): void;
public static void Label(Rect position, GUIContent content, GUIStyle style);

Parameters

positionRectangle on the screen to use for the label.
textText to display on the label.
image Texture to display on the label.
contentText, image and tooltip for this label.
styleThe style to use. If left out, the label style from the current GUISkin is used.

Description

Make a text or texture label on screen.

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 Box control.

Example: Draw the classic Hello World! string:


Text label on the Game View.

no example available in JavaScript
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void OnGUI() { GUI.Label(new Rect(10, 10, 100, 20), "Hello World!"); } }

Example: Draw a texture on-screen. Labels are also used to display textures, instead of a string, simply pass in a texture:


Texture Label.

no example available in JavaScript
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Texture2D textureToDisplay;

void OnGUI() { GUI.Label(new Rect(10, 40, textureToDisplay.width, textureToDisplay.height), textureToDisplay); } }

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