Legacy Documentation: Version 5.1
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

GUILayout.Label

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public static function Label(image: Texture, params options: GUILayoutOption[]): void;
public static void Label(Texture image, params GUILayoutOption[] options);
public static function Label(text: string, params options: GUILayoutOption[]): void;
public static void Label(string text, params GUILayoutOption[] options);
public static function Label(content: GUIContent, params options: GUILayoutOption[]): void;
public static void Label(GUIContent content, params GUILayoutOption[] options);
public static function Label(image: Texture, style: GUIStyle, params options: GUILayoutOption[]): void;
public static void Label(Texture image, GUIStyle style, params GUILayoutOption[] options);
public static function Label(text: string, style: GUIStyle, params options: GUILayoutOption[]): void;
public static void Label(string text, GUIStyle style, params GUILayoutOption[] options);
public static function Label(content: GUIContent, style: GUIStyle, params options: GUILayoutOption[]): void;
public static void Label(GUIContent content, GUIStyle style, params GUILayoutOption[] options);

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 ExampleClass : 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"); } }