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GUILayout.PasswordField

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public static function PasswordField(password: string, maskChar: char, params options: GUILayoutOption[]): string;
public static string PasswordField(string password, char maskChar, params GUILayoutOption[] options);
public static function PasswordField(password: string, maskChar: char, maxLength: int, params options: GUILayoutOption[]): string;
public static string PasswordField(string password, char maskChar, int maxLength, params GUILayoutOption[] options);
public static function PasswordField(password: string, maskChar: char, style: GUIStyle, params options: GUILayoutOption[]): string;
public static string PasswordField(string password, char maskChar, GUIStyle style, params GUILayoutOption[] options);
public static function PasswordField(password: string, maskChar: char, maxLength: int, style: GUIStyle, params options: GUILayoutOption[]): string;
public static string PasswordField(string password, char maskChar, int maxLength, GUIStyle style, params GUILayoutOption[] options);

Parameters

passwordPassword to edit. The return value of this function should be assigned back to the string as shown in the example.
maskCharCharacter to mask the password with.
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.

Returns

string The edited password.

Description

Make a text field where the user can enter a password.


Password field in the Game View.

	var passwordToEdit : String = "My Password";

function OnGUI () { // Make a password field that modifies passwordToEdit. passwordToEdit = GUILayout.PasswordField (passwordToEdit, "*"[0], 25); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public string passwordToEdit = "My Password"; void OnGUI() { passwordToEdit = GUILayout.PasswordField(passwordToEdit, "*"[0], 25); } }