Version: 2022.1
LanguageEnglish
  • C#

EditorGUILayout.TextArea

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public static string TextArea(string text, params GUILayoutOption[] options);

Declaration

public static string TextArea(string text, GUIStyle style, params GUILayoutOption[] options);

Parameters

text The text to edit.
style Optional GUIStyle.
options An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.

Returns

string The text entered by the user.

Description

Make a text area.

This works just like GUILayout.TextArea, but correctly responds to Select all, Copy, Paste etc. in the editor.


Quick script editor.

// Simple script that lets you visualize your scripts in an editor window
// This can be expanded to save your scripts also in the editor window.

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor;

public class TextAreaExample : EditorWindow { string text = "Nothing Opened..."; TextAsset txtAsset; Vector2 scroll;

[MenuItem("Examples/TextArea usage")] static void Init() { TextAreaExample window = (TextAreaExample)GetWindow(typeof(TextAreaExample), true, "EditorGUILayout.TextArea"); window.Show(); }

Object source;

void OnGUI() { source = EditorGUILayout.ObjectField(source, typeof(Object), true); TextAsset newTxtAsset = (TextAsset)source;

if (newTxtAsset != txtAsset) ReadTextAsset(newTxtAsset);

scroll = EditorGUILayout.BeginScrollView(scroll); text = EditorGUILayout.TextArea(text, GUILayout.Height(position.height - 30)); EditorGUILayout.EndScrollView(); }

void ReadTextAsset(TextAsset txt) { text = txt.text; txtAsset = txt; } }