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Handles.Label

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public static function Label(position: Vector3, text: string): void;
public static void Label(Vector3 position, string text);
public static function Label(position: Vector3, image: Texture): void;
public static void Label(Vector3 position, Texture image);
public static function Label(position: Vector3, content: GUIContent): void;
public static void Label(Vector3 position, GUIContent content);
public static function Label(position: Vector3, text: string, style: GUIStyle): void;
public static void Label(Vector3 position, string text, GUIStyle style);
public static function Label(position: Vector3, content: GUIContent, style: GUIStyle): void;
public static void Label(Vector3 position, GUIContent content, GUIStyle style);

Parameters

position Position in 3D space as seen from the current handle camera.
text Text to display on the label.
image Texture to display on the label.
content Text, image and tooltip for this label.
style The style to use. If left out, the label style from the current GUISkin is used.

Description

Make a text label positioned in 3D space.

Labels have no user interaction, do not catch mouse clicks and are always rendered in normal style.


Label in the Scene view.

Note: Use HandleUtility.GetHandleSize if you want the handle to always remain the same size on the screen.

To use this example, save this script in the Assets/Editor folder:

#pragma strict
@CustomEditor(DrawWireArc)
public class DrawWireArcEditor extends Editor {
	function OnSceneGUI() {
		var t: DrawWireArc = target as DrawWireArc;
		Handles.color = Color.blue;
		Handles.Label(t.transform.position + Vector3.up * 2, t.transform.position.ToString() + "\nShieldArea: " + t.shieldArea.ToString());
		Handles.BeginGUI();
		GUILayout.BeginArea(new Rect(Screen.width - 100, Screen.height - 80, 90, 50));
		if (GUILayout.Button("Reset Area"))
			t.shieldArea = 5;
		GUILayout.EndArea();
		Handles.EndGUI();
		Handles.color = new Color(1, 1, 1, 0.2f);
		Handles.DrawWireArc(t.transform.position, t.transform.up, -t.transform.right, 180, t.shieldArea);
		Handles.color = Color.white;
		t.shieldArea = Handles.ScaleValueHandle(t.shieldArea, t.transform.position + t.transform.forward * t.shieldArea, t.transform.rotation, 1, Handles.ConeCap, 1);
	}
}
using UnityEngine;
using UnityEditor;

[CustomEditor( typeof( DrawWireArc ) )] public class DrawWireArcEditor : Editor { void OnSceneGUI( ) { DrawWireArc t = target as DrawWireArc;

Handles.color = Color.blue; Handles.Label( t.transform.position + Vector3.up * 2, t.transform.position.ToString( ) + "\nShieldArea: " + t.shieldArea.ToString( ) );

Handles.BeginGUI( ); GUILayout.BeginArea( new Rect( Screen.width - 100, Screen.height - 80, 90, 50 ) );

if( GUILayout.Button( "Reset Area" ) ) t.shieldArea = 5;

GUILayout.EndArea( ); Handles.EndGUI( );

Handles.color = new Color( 1, 1, 1, 0.2f ); Handles.DrawWireArc( t.transform.position, t.transform.up, -t.transform.right, 180, t.shieldArea );

Handles.color = Color.white; t.shieldArea = Handles.ScaleValueHandle( t.shieldArea, t.transform.position + t.transform.forward * t.shieldArea, t.transform.rotation, 1, Handles.ConeCap, 1 ); } }

...and place this script on a GameObject:

#pragma strict
@ExecuteInEditMode
public class DrawWireArc extends MonoBehaviour {
	public var shieldArea: float = 5;
}
using UnityEngine;

[ExecuteInEditMode] public class DrawWireArc : MonoBehaviour { public float shieldArea = 5; }