Game Development Reference
In-Depth Information
Each style has options to define:
• A Name
• A texture or text color for the different states of the control it's attached to
( Normal , Hover , Active , and Focused )
• The border, margin, padding, and overflow sizes for the control
(for each edge)
• A Font (with suitable size, style, alignment, word wrapping, and rich
text support options)
• A text clipping size
• Image position within the control
• Offset settings for the content within the control
• A fixed width and height
• Stretching options for the width and height
I recommended configuring a public GUIStyle property in a class and then
modifying it in Editor Inspector when setting up a GUIStyle , for example:
using UnityEngine;
[ExecuteInEditMode]
public class GUIStyles : MonoBehaviour {
public GUIStyle;
void OnGUI() {
//Create a label using the GUIStyle property above
GUI.Label(new Rect(25, 15, 100, 30), "Label",
myGUIStyle);
}
}
You can also configure a GUIStyle in code, however it's not
recommended as the editor is just better at it.
It is worth noting that having too many different GUIStyles all over
the place can become very inefficient and hard to maintain. If you
find you are using a lot of GUIStyles then I'd recommend you create
a single script attached to a common object (say Main Camera ) in
your scene with all your GUIStyle's defined and have each script take
GUIStyle references from there.
 
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