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GUILayout.TextArea

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

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 textField 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.&amp;lt;br&amp;gt; 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); } }