Constructor for GUIContent in all shapes and sizes.
Build an empty GUIContent.
Build a GUIContent object containing only text.
When using the GUI, you don't need to create GUIContents for simple text strings - these two lines of code are functionally equivalent:
using UnityEngine;
public class ExampleScript : MonoBehaviour { void OnGUI() { GUI.Button(new Rect(0, 0, 100, 20), "Click Me"); GUI.Button(new Rect(0, 30, 100, 20), new GUIContent("Click Me")); } }
Build a GUIContent object containing only an image.
using UnityEngine;
public class ExampleScript : MonoBehaviour { public Texture icon; void OnGUI() { GUI.Button(new Rect(0, 30, 100, 20), new GUIContent(icon)); } }
Build a GUIContent object containing both text
and an image.
using UnityEngine;
public class ExampleScript : MonoBehaviour { public Texture icon; void OnGUI() { GUI.Button(new Rect(0, 30, 100, 20), new GUIContent("Click me", icon)); } }
Build a GUIContent containing some text
. When the user hovers the mouse over it, the global GUI.tooltip is set to the tooltip
.
using UnityEngine;
public class ExampleScript : MonoBehaviour { void OnGUI() { GUI.Button(new Rect(0, 0, 100, 20), new GUIContent("Click me", "This is the tooltip"));
// If the user hovers the mouse over the button, the global tooltip gets set GUI.Label(new Rect(0, 40, 100, 40), GUI.tooltip); } }
Build a GUIContent containing an image. When the user hovers the mouse over it, the global GUI.tooltip is set to the tooltip
.
Build a GUIContent that contains both text
, an image
and has a tooltip
defined. When the user hovers the mouse over it, the global GUI.tooltip is set to the tooltip
.
Build a GUIContent as a copy of another GUIContent.
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