Legacy Documentation: Version 5.2
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EditorGUILayout.TextField

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

Parameters

label Optional label to display in front of the text field.
text The text to edit.
style Optional GUIStyle.
options An optional list of layout options that specify extra layouting 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
	
	class EditorGUILayoutTextField extends EditorWindow {	
		var objectName : String = "";
		@MenuItem("Examples/GUILayout TextField")
		static function Init() {
			var window = GetWindow(EditorGUILayoutTextField);
			window.Show();
		}
		function 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();
		}
	}
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