GUI.SetNextControlName

static function SetNextControlName (name : String) : void

Description

Set the name of the next control.

This makes the following control be registered with a given name.

See Also: GetNameOfFocusedControl, FocusControl.

JavaScript
// sets the login textfield with "user", if is selected and user
// presses enter, it prints Login
var login : String = "username";
var login2 : String = "no action here";

function OnGUI () {
GUI.SetNextControlName ("user");
login = GUI.TextField (Rect (10,10,130,20), login);

login2 = GUI.TextField (Rect (10,40,130,20), login2);
if (Event.current.Equals (Event.KeyboardEvent ("return")) &&
GUI.GetNameOfFocusedControl() == "user")
Debug.Log ("Login");
if (GUI.Button (new Rect (150,10,50,20), "Login"))
Debug.Log ("Login");
}

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
public string login = "username";
public string login2 = "no action here";
void OnGUI() {
GUI.SetNextControlName("user");
login = GUI.TextField(new Rect(10, 10, 130, 20), login);
login2 = GUI.TextField(new Rect(10, 40, 130, 20), login2);
if (Event.current.Equals(Event.KeyboardEvent("return")) && GUI.GetNameOfFocusedControl() == "user")
Debug.Log("Login");

if (GUI.Button(new Rect(150, 10, 50, 20), "Login"))
Debug.Log("Login");

}
}

import UnityEngine
import System.Collections

class example(MonoBehaviour):

public login as string = 'username'

public login2 as string = 'no action here'

def OnGUI():
GUI.SetNextControlName('user')
login = GUI.TextField(Rect(10, 10, 130, 20), login)
login2 = GUI.TextField(Rect(10, 40, 130, 20), login2)
if Event.current.Equals(Event.KeyboardEvent('return')) and (GUI.GetNameOfFocusedControl() == 'user'):
Debug.Log('Login')
if GUI.Button(Rect(150, 10, 50, 20), 'Login'):
Debug.Log('Login')