Version: 2023.1
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  • C#

GUILayout.Label

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Declaration

public static void Label(Texture image, params GUILayoutOption[] options);

Declaration

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

Declaration

public static void Label(GUIContent content, params GUILayoutOption[] options);

Declaration

public static void Label(Texture image, GUIStyle style, params GUILayoutOption[] options);

Declaration

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

Declaration

public static void Label(GUIContent content, GUIStyle style, params GUILayoutOption[] options);

Parameters

text Text to display on the label.
image Texture to display on the label.
content Text, image and tooltip for this label.
style The style to use. If left out, the label style from the current GUISkin is used.
options An optional list of layout options that specify extra layouting 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.

Description

Make an auto-layout label.

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


Label in the Game View.

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"); } }