Version: 2018.4
GUI Skin (IMGUI System)
Navigation and Pathfinding

GUI Style (IMGUI System)

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GUI Styles are a collection of custom attributes for use with UnityGUI. A single GUI Style defines the appearance of a single UnityGUI ControlA function for displaying text, buttons, checkboxes, scrollbars and other features on the user interface. More info
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.

A GUI Style in the Inspector
A GUI Style in the Inspector

If you want to add style to more than one control, use a GUI Skin instead of a GUI Style. For more information about UnityGUI, please read the GUI Scripting Guide.

Please Note: This page refers to part of the IMGUI system, which is a scripting-only UI(User Interface) Allows a user to interact with your application. More info
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system. Unity has a full GameObject-based UI system which you may prefer to use. It allows you to design and edit user interface elements as visible objects in the scene viewAn interactive view into the world you are creating. You use the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object. More info
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. See the UI System Manual for more information.

Properties

Property: Function:
Name The text string that can be used to refer to this specific Style
NormalThe direction perpendicular to the surface of a mesh, represented by a Vector. Unity uses normals to determine object orientation and apply shading. More info
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Background image & Text Color of the Control in default state
Hover Background image & Text Color when the mouse is positioned over the Control
Active Background image & Text Color when the mouse is actively clicking the Control
Focused Background image & Text Color when the Control has keyboard focus
On Normal Background image & Text Color of the Control in enabled state
On Hover Background image & Text Color when the mouse is positioned over the enabled Control
On Active Properties when the mouse is actively clicking the enabled Control
On Focused Background image & Text Color when the enabled Control has keyboard focus
Border Number of pixelsThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
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on each side of the Background image that are not affected by the scale of the Control’ shape
Padding Space in pixels from each edge of the Control to the start of its contents.
Margin The margins between elements rendered in this style and any other GUI Controls.
Overflow Extra space to be added to the background image.
Font The Font used for all text in this style
Image Position The way the background image and text are combined.
Alignment Standard text alignment options.
Word Wrap If enabled, text that reaches the boundaries of the Control will wrap around to the next line
Text Clipping If Word Wrap is enabled, choose how to handle text that exceeds the boundaries of the Control
        Overflow Any text that exceeds the Control boundaries will continue beyond the boundaries
        ClipA generic term that refers to any clip within the Clips view of the Timeline Editor window. More info
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Any text that exceeds the Control boundaries will be hidden
Content Offset Number of pixels along X and Y axes that the Content will be displaced in addition to all other properties
        X Left/Right Offset
        Y Up/Down Offset
Fixed Width Number of pixels for the width of the Control, which will override any provided Rect() value
Fixed Height Number of pixels for the height of the Control, which will override any provided Rect() value
Stretch Width If enabled, Controls using this style can be stretched horizontally for a better layout.
Stretch Height If enabled, Controls using this style can be stretched vertically for a better layout.

Details

GUIStyles are declared from scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
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and modified on a per-instance basis. If you want to use a single or few Controls with a custom Style, you can declare this custom Style in the script and provide the Style as an argument of the Control function. This will make these Controls appear with the Style that you define.

First, you must declare a GUI Style from within a script.

/* Declare a GUI Style */
var customGuiStyle : GUIStyle;

...


When you attach this script to a GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
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, you will see the custom Style available to modify in the InspectorA Unity window that displays information about the currently selected GameObject, Asset or Project Settings, allowing you to inspect and edit the values. More info
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.

A Style declared in a script can be modified in each instance of the script
A Style declared in a script can be modified in each instance of the script

Now, when you want to tell a particular Control to use this Style, you provide the name of the Style as the last argument in the Control function.

...

function OnGUI () {
    // Provide the name of the Style as the final argument to use it
    GUILayout.Button ("I am a custom-styled Button", customGuiStyle);

    // If you do not want to apply the Style, do not provide the name
    GUILayout.Button ("I am a normal UnityGUI Button without custom style");
}


Two Buttons, one with Style, as created by the code example
Two Buttons, one with Style, as created by the code example

For more information about using UnityGUI, please read the GUI Scripting Guide.

GUI Skin (IMGUI System)
Navigation and Pathfinding