Version: 2019.1 (switch to 2018.3 or 2017.4)
LanguageEnglish
  • C#

EditorGUILayout.TextField

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

Submission failed

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

Close

Cancel

public static string TextField(string text, params GUILayoutOption[] options);
public static string TextField(string text, GUIStyle style, params GUILayoutOption[] options);
public static string TextField(string label, string text, params GUILayoutOption[] options);
public static string TextField(string label, string text, GUIStyle style, params GUILayoutOption[] options);
public static string TextField(GUIContent label, string text, params GUILayoutOption[] options);
public static string TextField(GUIContent label, string text, GUIStyle style, params GUILayoutOption[] options);

Parameters

labelOptional label to display in front of the text field.
textThe text to edit.
styleOptional GUIStyle.
optionsAn optional list of layout options that specify extra layout 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.

Returns

string The text entered by the user.

Description

Make a text field.

This works just like GUILayout.TextField, but correctly responds to select all, copy, paste etc. in the editor, and it can have an optional label in front.


Changes the name of the selected GameObject.

// Automatically change the name of the selected object via a text field
using UnityEditor;
using UnityEngine;

public class EditorGUILayoutTextField : EditorWindow { [MenuItem("Examples/GUILayout TextField")] static void Init() { EditorWindow window = GetWindow(typeof(EditorGUILayoutTextField)); window.Show(); }

void OnGUI() { GUILayout.Label("Select an object in the hierarchy view"); if (Selection.activeGameObject) Selection.activeGameObject.name = EditorGUILayout.TextField("Object Name: ", Selection.activeGameObject.name); this.Repaint(); } }

Did you find this page useful? Please give it a rating: