Legacy Documentation: Version 4.5.0

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GUILayout.TextArea

static function TextArea(text: string, params options: GUILayoutOption[]): string;
static string TextArea(string text, params GUILayoutOption[] options);
static def TextArea(text as string, *options as GUILayoutOption[]) as string
static function TextArea(text: string, maxLength: int, params options: GUILayoutOption[]): string;
static string TextArea(string text, int maxLength, params GUILayoutOption[] options);
static def TextArea(text as string, maxLength as int, *options as GUILayoutOption[]) as string
static function TextArea(text: string, style: GUIStyle, params options: GUILayoutOption[]): string;
static string TextArea(string text, GUIStyle style, params GUILayoutOption[] options);
static def TextArea(text as string, style as GUIStyle, *options as GUILayoutOption[]) as string
static function TextArea(text: string, maxLength: int, style: GUIStyle, params options: GUILayoutOption[]): string;
static string TextArea(string text, int maxLength, GUIStyle style, params GUILayoutOption[] options);
static def TextArea(text as string, maxLength as int, style as GUIStyle, *options as GUILayoutOption[]) as string

Parameters

textText to edit. The return value of this function should be assigned back to the string as shown in the example.
maxLengthThe maximum length of the string. If left out, the user can type for ever and ever.
styleThe style to use. If left out, the textField style from the current GUISkin is used.
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 edited string.

Description

Make a multi-line text field where the user can edit a string.


Text area in the Game View.

	var stringToEdit : String = "Hello World\nI've got 2 lines...";

function OnGUI () { // Make a multiline text area that modifies stringToEdit. stringToEdit = GUILayout.TextArea (stringToEdit, 200); }

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public string stringToEdit = "Hello World\nI've got 2 lines...";
    void OnGUI() {
        stringToEdit = GUILayout.TextArea(stringToEdit, 200);
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public stringToEdit as string = 'Hello World\nI\'ve got 2 lines...'

	def OnGUI() as void:
		stringToEdit = GUILayout.TextArea(stringToEdit, 200)