Version: 5.6 (switch to 2017.1b)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

EditorGUILayout.PrefixLabel

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 function PrefixLabel(label: string, followingStyle: GUIStyle = "Button"): void;
public static void PrefixLabel(string label, GUIStyle followingStyle = "Button");
public static function PrefixLabel(label: string, followingStyle: GUIStyle, labelStyle: GUIStyle): void;
public static void PrefixLabel(string label, GUIStyle followingStyle, GUIStyle labelStyle);
public static function PrefixLabel(label: GUIContent, followingStyle: GUIStyle = "Button"): void;
public static void PrefixLabel(GUIContent label, GUIStyle followingStyle = "Button");
public static function PrefixLabel(label: GUIContent, followingStyle: GUIStyle, labelStyle: GUIStyle): void;
public static void PrefixLabel(GUIContent label, GUIStyle followingStyle, GUIStyle labelStyle);

Parameters

label Label to show to the left of the control.

Description

Make a label in front of some control.


Simple window that shows the prefix label.

Note that most editor controls already have built-in optional labels that can be specified as one of the parameters. PrefixLabel can be used when there is no such built-in label available, or when you're creating your own editor control from scratch.

PrefixLabel also ensures that when the label is clicked, the linked control will get keyboard focus (if the control supports keyboard focus). The label is automatically linked to the following control coming after it.

#pragma strict

class SimplePrefixLabelUsage extends EditorWindow {

static var ammo : int = 0;

@MenuItem("Examples/PrefixLabel Usage") static function Init() { var window = GetWindow(SimplePrefixLabelUsage); window.Show(); }

function OnGUI() { var ammo : int = 0; EditorGUILayout.BeginHorizontal(); EditorGUILayout.PrefixLabel("Ammo"); target = EditorGUILayout.IntField(ammo); EditorGUILayout.EndHorizontal(); } }
using UnityEditor;
using UnityEngine;

public class ExampleClass : EditorWindow { static int ammo = 0;

[MenuItem("Examples/Prefix Label Usage")] static void Init() { ExampleClass window = (ExampleClass)GetWindow(typeof(ExampleClass)); window.Show(); }

public void OnGUI() { EditorGUILayout.BeginHorizontal(); EditorGUILayout.PrefixLabel("Ammo"); ammo = EditorGUILayout.IntField(ammo); EditorGUILayout.EndHorizontal(); } }