Legacy Documentation: Version 4.5.0

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EditorGUILayout.TagField

static function TagField(tag: string, params options: GUILayoutOption[]): string;
static function TagField(tag: string, style: GUIStyle, params options: GUILayoutOption[]): string;
static function TagField(label: string, tag: string, params options: GUILayoutOption[]): string;
static function TagField(label: string, tag: string, style: GUIStyle, params options: GUILayoutOption[]): string;
static function TagField(label: GUIContent, tag: string, params options: GUILayoutOption[]): string;
static function TagField(label: GUIContent, tag: string, style: GUIStyle, params options: GUILayoutOption[]): string;

Parameters

labelOptional label in front of the field.
tagThe tag the field shows.
styleOptional GUIStyle.
optionsAn 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 tag selected by the user.

Description

Make a tag selection field.


Assign tags on the selected GameObjects.

	// Simple editor script that lets you set a tag for the selected GameObjects.
	
	class EditorGUILayoutTagField extends EditorWindow {
	
		var tagStr = "";
		@MenuItem("Examples/Set Tags For Selection")
		static function Init() {
			var window = GetWindow(EditorGUILayoutTagField);
			window.Show();
		}
		//Disable menu if we dont have at least 1 gameobject selected
		@MenuItem("Examples/Set Tags For Selection", true)
		static function ValidateSelection() {
			return	Selection.activeGameObject != null;
		}
		
		function OnGUI() {
			tagStr = EditorGUILayout.TagField("Tag for Objects:",tagStr);
			if(GUILayout.Button("Set Tag!"))
				SetTags();
		}
		function SetTags() {
			for(var go : GameObject in Selection.gameObjects)
				go.tag = tagStr;
		}
	}