Version: Unity 6.1 Alpha (6000.1)
LanguageEnglish
  • C#

GUILayout.BeginArea

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Declaration

public static void BeginArea(Rect screenRect);

Declaration

public static void BeginArea(Rect screenRect, string text);

Declaration

public static void BeginArea(Rect screenRect, Texture image);

Declaration

public static void BeginArea(Rect screenRect, GUIContent content);

Declaration

public static void BeginArea(Rect screenRect, GUIStyle style);

Declaration

public static void BeginArea(Rect screenRect, string text, GUIStyle style);

Declaration

public static void BeginArea(Rect screenRect, Texture image, GUIStyle style);

Declaration

public static void BeginArea(Rect screenRect, GUIContent content, GUIStyle style);

Parameters

text Optional text to display in the area.
image Optional texture to display in the area.
content Optional text, image and tooltip top display for this area.
style The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.

Description

Begin a GUILayout block of GUI controls in a fixed screen area.

By default, any GUI controls made using GUILayout are placed in the top-left corner of the screen. If you want to place a series of automatically laid out controls in an arbitrary area, use GUILayout.BeginArea to define a new area for the automatic layouting system to use.

Additional resources: EndArea


Explained Area of the example.

using UnityEngine;

public class ExampleScript : MonoBehaviour { void OnGUI() { // Starts an area to draw elements GUILayout.BeginArea(new Rect(10, 10, 100, 100)); GUILayout.Button("Click me"); GUILayout.Button("Or me"); GUILayout.EndArea(); } }

This function is very useful when mixing GUILayout code. It must be matched with a call to EndArea. BeginArea / EndArea cannot be nested.