GUI.SetNextControlName
static function SetNextControlName(name: string): void;
static void SetNextControlName(string name);
static def SetNextControlName(name as string) as void
Description

Set the name of the next control.

This makes the following control be registered with a given name.

See Also: GetNameOfFocusedControl, FocusControl.
	// sets the login textfield with "user", if is selected and user
	// presses enter, it prints Login
	var login : String = "username";
	var login2 : String = "no action here";

function OnGUI () { GUI.SetNextControlName ("user"); login = GUI.TextField (Rect (10,10,130,20), login); login2 = GUI.TextField (Rect (10,40,130,20), login2); if (Event.current.Equals (Event.KeyboardEvent ("return")) && GUI.GetNameOfFocusedControl() == "user") Debug.Log ("Login"); if (GUI.Button (new Rect (150,10,50,20), "Login")) Debug.Log ("Login"); }
using UnityEngine;
using System.Collections;

public class Example : MonoBehaviour {
    public string login = "username";
    public string login2 = "no action here";
    void OnGUI() {
        GUI.SetNextControlName("user");
        login = GUI.TextField(new Rect(10, 10, 130, 20), login);
        login2 = GUI.TextField(new Rect(10, 40, 130, 20), login2);
        if (Event.current.Equals(Event.KeyboardEvent("return")) && GUI.GetNameOfFocusedControl() == "user")
            Debug.Log("Login");
        
        if (GUI.Button(new Rect(150, 10, 50, 20), "Login"))
            Debug.Log("Login");
        
    }
}
import UnityEngine
import System.Collections

public class Example(MonoBehaviour):

	public login as string = 'username'

	public login2 as string = 'no action here'

	def OnGUI() as void:
		GUI.SetNextControlName('user')
		login = GUI.TextField(Rect(10, 10, 130, 20), login)
		login2 = GUI.TextField(Rect(10, 40, 130, 20), login2)
		if Event.current.Equals(Event.KeyboardEvent('return')) and (GUI.GetNameOfFocusedControl() == 'user'):
			Debug.Log('Login')
		if GUI.Button(Rect(150, 10, 50, 20), 'Login'):
			Debug.Log('Login')