Legacy Documentation: Version 2017.2 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

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

EditorGUILayout.TagField

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 method TagField(tag: string, params options: GUILayoutOption[]): string;
public static string TagField(string tag, params GUILayoutOption[] options);
public static method TagField(tag: string, style: GUIStyle, params options: GUILayoutOption[]): string;
public static string TagField(string tag, GUIStyle style, params GUILayoutOption[] options);
public static method TagField(label: string, tag: string, params options: GUILayoutOption[]): string;
public static string TagField(string label, string tag, params GUILayoutOption[] options);
public static method TagField(label: string, tag: string, style: GUIStyle, params options: GUILayoutOption[]): string;
public static string TagField(string label, string tag, GUIStyle style, params GUILayoutOption[] options);
public static method TagField(label: GUIContent, tag: string, params options: GUILayoutOption[]): string;
public static string TagField(GUIContent label, string tag, params GUILayoutOption[] options);
public static method TagField(label: GUIContent, tag: string, style: GUIStyle, params options: GUILayoutOption[]): string;
public static string TagField(GUIContent label, string tag, GUIStyle style, params GUILayoutOption[] options);

Parameters

label Optional label in front of the field.
tag The tag the field shows.
style Optional GUIStyle.
options An 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 tag selected by the user.

Description

Make a tag selection field.


Assign tags on the selected GameObjects.

// Simple editor script that lets you set a tag for the selected GameObjects.

class EditorGUILayoutTagField extends EditorWindow {

var tagStr = "";

@MenuItem("Examples/Set Tags For Selection") static function Init() { var window = GetWindow(EditorGUILayoutTagField); window.Show(); }

//Disable menu if we dont have at least 1 gameobject selected @MenuItem("Examples/Set Tags For Selection", true) static function ValidateSelection() { return Selection.activeGameObject != null; }

function OnGUI() { tagStr = EditorGUILayout.TagField("Tag for Objects:",tagStr); if(GUILayout.Button("Set Tag!")) SetTags(); }

function SetTags() { for(var go : GameObject in Selection.gameObjects) go.tag = tagStr; } }
// Simple editor script that lets you set a tag for the selected GameObjects.
using UnityEditor;
using UnityEngine;

public class EditorGUILayoutTagField : EditorWindow { static string tagStr = "";

[MenuItem("Examples/Set Tags For Selection")] static void Init() { EditorWindow window = GetWindow(typeof(EditorGUILayoutTagField)); window.Show(); }

void OnGUI() { tagStr = EditorGUILayout.TagField("Tag for Objects:", tagStr); if (GUILayout.Button("Set Tag!")) { SetTags(); } }

static void SetTags() { foreach (GameObject go in Selection.gameObjects) { go.tag = tagStr; } } }

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