EditorGUI.TagField

Declaration

public static string TagField(Rect position, string tag, GUIStyle style = EditorStyles.popup);

Declaration

public static string TagField(Rect position, string label, string tag, GUIStyle style = EditorStyles.popup);

Declaration

public static string TagField(Rect position, GUIContent label, string tag, GUIStyle style = EditorStyles.popup);

Parameters

position Rectangle on the screen to use for the field.
label Optional label in front of the field.
tag The tag the field shows.
style Optional GUIStyle.

Returns

string The tag selected by the user.

Description

Makes a tag selection field.


Tag field in an Editor window.

using UnityEngine;
using UnityEditor;

// Change the Tag and/or the layer of the selected GameObjects.

class EditorGUITagLayerField : EditorWindow { string selectedTag = ""; int selectedLayer = 0;

[MenuItem("Examples/Tag - Layer for Selection")] static void Init() { EditorWindow window = GetWindow<EditorGUITagLayerField>(); window.position = new Rect(0, 0, 350, 70); window.Show(); }

void OnGUI() { selectedTag = EditorGUI.TagField( new Rect(3, 3, position.width / 2 - 6, 20), "New Tag:", selectedTag); selectedLayer = EditorGUI.LayerField( new Rect(position.width / 2 + 3, 3, position.width / 2 - 6, 20), "New Layer:", selectedLayer);

if (Selection.activeGameObject) { if (GUI.Button(new Rect(3, 25, 90, 17), "Change Tags")) { foreach (GameObject go in Selection.gameObjects) go.tag = selectedTag; }

if (GUI.Button(new Rect(position.width - 96, 25, 90, 17), "Change Layers")) { foreach (GameObject go in Selection.gameObjects) go.layer = selectedLayer; } } }

void OnInspectorUpdate() { Repaint(); } }

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