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GUILayout.TextField

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

Parameters

text Text to edit. The return value of this function should be assigned back to the string as shown in the example.
maxLength The maximum length of the string. If left out, the user can type for ever and ever.
style The style to use. If left out, the textArea 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.

Returns

string The edited string.

Description

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


Text field in the GameView.

	var stringToEdit : String = "Hello World";

function OnGUI () { // Make a text field that modifies stringToEdit. stringToEdit = GUILayout.TextField (stringToEdit, 25); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public string stringToEdit = "Hello World";
    void OnGUI() {
        stringToEdit = GUILayout.TextField(stringToEdit, 25);
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public stringToEdit as string = 'Hello World'

	def OnGUI() as void:
		stringToEdit = GUILayout.TextField(stringToEdit, 25)