GUILayout.Label
static function Label(image: Texture, params options: GUILayoutOption[]): void;
static void Label(Texture image, params GUILayoutOption[] options);
static def Label(image as Texture, *options as GUILayoutOption[]) as void
static function Label(text: string, params options: GUILayoutOption[]): void;
static void Label(string text, params GUILayoutOption[] options);
static def Label(text as string, *options as GUILayoutOption[]) as void
static function Label(content: GUIContent, params options: GUILayoutOption[]): void;
static void Label(GUIContent content, params GUILayoutOption[] options);
static def Label(content as GUIContent, *options as GUILayoutOption[]) as void
static function Label(image: Texture, style: GUIStyle, params options: GUILayoutOption[]): void;
static void Label(Texture image, GUIStyle style, params GUILayoutOption[] options);
static def Label(image as Texture, style as GUIStyle, *options as GUILayoutOption[]) as void
static function Label(text: string, style: GUIStyle, params options: GUILayoutOption[]): void;
static void Label(string text, GUIStyle style, params GUILayoutOption[] options);
static def Label(text as string, style as GUIStyle, *options as GUILayoutOption[]) as void
static function Label(content: GUIContent, style: GUIStyle, params options: GUILayoutOption[]): void;
static void Label(GUIContent content, GUIStyle style, params GUILayoutOption[] options);
static def Label(content as GUIContent, style as GUIStyle, *options as GUILayoutOption[]) as void
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.
	// Draws a texture and a label after the Texture
	// using GUILayout.
	var tex : Texture;

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