EditorGUILayout.TextField

static function TextField (text : String, params options : GUILayoutOption[]) : String

static function TextField (text : String, style : GUIStyle, params options : GUILayoutOption[]) : String

static function TextField (label : String, text : String, params options : GUILayoutOption[]) : String

static function TextField (label : String, text : String, style : GUIStyle, params options : GUILayoutOption[]) : String

static function TextField (label : GUIContent, text : String, params options : GUILayoutOption[]) : String

static function TextField (label : GUIContent, text : String, style : GUIStyle, params options : GUILayoutOption[]) : String

Parameters

NameDescription
label Optional label to display in front of the text field.
text The text to edit.
style Optional GUIStyle.
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

Returns

String - The text entered by the user.

Description

Make a text field.

This works just like GUILayout.TextField, but correctly responds to select all, copy, paste etc. in the editor, and it can have an optional label in front.


Changes the name of the selected GameObject.

// Automatically change the name of the selected object via a text field

class EditorGUILayoutTextField extends EditorWindow {
var objectName : String = "";
@MenuItem("Examples/GUILayout TextField")
static function Init() {
var window = GetWindow(EditorGUILayoutTextField);
window.Show();
}
function OnGUI() {
GUILayout.Label("Select an object in the hierarchy view");
if(Selection.activeGameObject)
Selection.activeGameObject.name =
EditorGUILayout.TextField("Object Name: ", Selection.activeGameObject.name);
this.Repaint();
}
}