Version: 5.5 (switch to 5.6b)
LanguageEnglish
  • C#
  • JS

Script language

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

GUITargetAttribute Constructor

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 GUITargetAttribute()
public GUITargetAttribute();
public GUITargetAttribute(displayIndex: int)
public GUITargetAttribute(int displayIndex);
public GUITargetAttribute(displayIndex: int, displayIndex1: int)
public GUITargetAttribute(int displayIndex, int displayIndex1);
public GUITargetAttribute(displayIndex: int, displayIndex1: int, params displayIndexList: int[])
public GUITargetAttribute(int displayIndex, int displayIndex1, params int[] displayIndexList);

Parameters

displayIndex Display index.
displayIndex1 Display index.
displayIndexList Display index list.

Description

Default constructor initializes the attribute for OnGUI to be called for all available displays.

#pragma strict
// Label will appear on display 0 and 1 only
@GUITarget(0, 1)
function OnGUI() {
	GUI.Label(new Rect(10, 10, 300, 100), "Visible on TV and Wii U GamePad only");
}
using UnityEngine;
public class ExampleClass : MonoBehaviour {
	// Label will appear on display 0 and 1 only
	[GUITarget(0, 1)]
	void OnGUI()
	{
		GUI.Label(new Rect(10, 10, 300, 100), "Visible on TV and Wii U GamePad only");
	}

}