Version: 2017.1
public static string tooltip ;

Descripción

The tooltip of the control the mouse is currently over, or which has keyboard focus. (Read Only).

When you create GUI controls, you can pass in a tooltip for them. This is done by changing the content parameter to take a custom-made GUIContent object, rather than just passing in a string to display.

When the mouse is over a control with a tooltip, it sets the global GUI.tooltip value to the tooltip you pass in. If the mouse is not hovering over any control, the value is set to the control which has keyboard focus. At the end of the OnGUI code, you can make a label showing the value of GUI.tooltip


GUI Tooltip on th Game view appears when the mouse is over the button.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void OnGUI() { GUI.Button(new Rect(10, 10, 100, 20), new GUIContent("Click me", "This is the tooltip")); GUI.Label(new Rect(10, 40, 100, 40), GUI.tooltip); } }

You can use the ordering of elements to create 'hierarchical' tooltips:

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void OnGUI() { GUI.Box(new Rect(5, 35, 110, 75), new GUIContent("Box", "this box has a tooltip")); GUI.Button(new Rect(10, 55, 100, 20), "No tooltip here"); GUI.Button(new Rect(10, 80, 100, 20), new GUIContent("I have a tooltip", "The button overrides the box")); GUI.Label(new Rect(10, 40, 100, 40), GUI.tooltip); } }

Tooltips can also be used to implement an OnMouseOver / OnMouseOut messaging system:

no example available in C#