GUILayout.Box
static function Box(image: Texture, params options: GUILayoutOption[]): void;
static void Box(Texture image, params GUILayoutOption[] options);
static def Box(image as Texture, *options as GUILayoutOption[]) as void
static function Box(text: string, params options: GUILayoutOption[]): void;
static void Box(string text, params GUILayoutOption[] options);
static def Box(text as string, *options as GUILayoutOption[]) as void
static function Box(content: GUIContent, params options: GUILayoutOption[]): void;
static void Box(GUIContent content, params GUILayoutOption[] options);
static def Box(content as GUIContent, *options as GUILayoutOption[]) as void
static function Box(image: Texture, style: GUIStyle, params options: GUILayoutOption[]): void;
static void Box(Texture image, GUIStyle style, params GUILayoutOption[] options);
static def Box(image as Texture, style as GUIStyle, *options as GUILayoutOption[]) as void
static function Box(text: string, style: GUIStyle, params options: GUILayoutOption[]): void;
static void Box(string text, GUIStyle style, params GUILayoutOption[] options);
static def Box(text as string, style as GUIStyle, *options as GUILayoutOption[]) as void
static function Box(content: GUIContent, style: GUIStyle, params options: GUILayoutOption[]): void;
static void Box(GUIContent content, GUIStyle style, params GUILayoutOption[] options);
static def Box(content as GUIContent, style as GUIStyle, *options as GUILayoutOption[]) as void
Parameters

text Text to display on the box.
image Texture to display on the box.
content Text, image and tooltip for this box.
style The style to use. If left out, the box 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 box.

This will make a box that contains static text or images but not other GUI controls. If you want to make a rectangular container for a set of GUI controls, use one of the grouping functions (BeginHorizontal, BeginVertical, BeginArea, etc...).


Boxes in the Game View.
	// Draws a texture and a label inside 2 different boxes
	var tex : Texture;

function OnGUI() { if(!tex) { Debug.LogError("Missing texture, assign a texture in the inspector"); } GUILayout.Box(tex); GUILayout.Box("This is an sized label"); }
using UnityEngine;
using System.Collections;

public class Example : MonoBehaviour {
    public Texture tex;
    void OnGUI() {
        if (!tex)
            Debug.LogError("Missing texture, assign a texture in the inspector");
        
        GUILayout.Box(tex);
        GUILayout.Box("This is an sized label");
    }
}
import UnityEngine
import System.Collections

public class Example(MonoBehaviour):

	public tex as Texture

	def OnGUI() as void:
		if not tex:
			Debug.LogError('Missing texture, assign a texture in the inspector')
		GUILayout.Box(tex)
		GUILayout.Box('This is an sized label')