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EditorGUILayout.TagField

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

Parameters

labelOptional label in front of the field.
tagThe tag the field shows.
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 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.
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; } } }

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