A Label is a text element that you can use to display text. You can use a Label to display a title or a description for a control.
Create a LabelYou can create a Label with UI Builder, UXML, or C#. The following C# example creates a Label with the text âHello Worldâ and sets the font size, font style, text alignment, and color:
var label = new Label("Hello World");
label.style.fontSize = 14;
label.style.unityFontStyleAndWeight = FontStyle.Bold;
label.style.unityTextAlign = TextAnchor.MiddleCenter;
label.style.color = Color.red;
Example
The following UXML example creates a Label:
<UXML xmlns="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements">
<Label text="UXML Label" name="the-uxml-label" />
</UXML>
The following C# example illustrates some of the customizable functionalities of the Label:
/// <sample>
// Get a reference to the label from UXML and update its text.
var uxmlLabel = container.Q<Label>("the-uxml-label");
uxmlLabel.text += " (Updated in C#)";
// Create a new label and give it a style class.
var csharpLabel = new Label("C# Label");
csharpLabel.AddToClassList("some-styled-label");
container.Add(csharpLabel);
/// </sample>
To try this example live in Unity, go to Window > UI Toolkit > Samples.
C# base class and namespaceC# class: Label
Namespace: UnityEngine.UIElements
Base class: TextElement
This element inherits the following attributes from its base class:
Name Type Descriptionbinding-path
string
Path of the target property to be bound. display-tooltip-when-elided
boolean
When true, a tooltip displays the full version of elided text, and also if a tooltip had been previously provided, it will be overwritten. emoji-fallback-support
boolean
Specifies the order in which the system should look for Emoji characters when rendering text. If this setting is enabled, the global Emoji Fallback list will be searched first for characters defined as Emoji in the Unicode 14.0 standard. enable-rich-text
boolean
When false, rich text tags will not be parsed. focusable
boolean
True if the element can be focused. parse-escape-sequences
boolean
Specifies whether escape sequences are displayed as is or if they are replaced by the character they represent. tabindex
int
An integer used to sort focusables in the focus ring. Must be greater than or equal to zero. text
string
The text to be displayed.
Changing this value will implicitly invoke the INotifyValueChanged_1.value
setter, which will raise a ChangeEvent_1
of type string.
This element also inherits the following attributes from VisualElement
:
content-container
string
Child elements are added to it, usually this is the same as the element itself. data-source
Object
Assigns a data source to this VisualElement which overrides any inherited data source. This data source is inherited by all children. data-source-path
string
Path from the data source to the value. data-source-type
System.Type
The possible type of data source assignable to this VisualElement.
This information is only used by the UI Builder as a hint to provide some completion to the data source path field when the effective data source cannot be specified at design time.
language-direction
UIElements.LanguageDirection
Indicates the directionality of the elementâs text. The value will propagate to the elementâs children.
Setting the languageDirection to RTL adds basic support for right-to-left (RTL) by reversing the text and handling linebreaking and word wrapping appropriately. However, it does not provide comprehensive RTL support, as this would require text shaping, which includes the reordering of characters, and OpenType font feature support. Comprehensive RTL support is planned for future updates, which will involve additional APIs to handle language, script, and font feature specifications.
To enhance the RTL functionality of this property, users can explore available third-party plugins in the Unity Asset Store and make use of ITextElementExperimentalFeatures.renderedText
name
string
The name of this VisualElement.
Use this property to write USS selectors that target a specific element. The standard practice is to give an element a unique name.
picking-mode
UIElements.PickingMode
Determines if this element can be pick during mouseEvents or IPanel.Pick
queries. style
string
Sets the VisualElement
style values. tooltip
string
Text to display inside an information box after the user hovers the element for a small amount of time. This is only supported in the Editor UI. usage-hints
UIElements.UsageHints
A combination of hint values that specify high-level intended usage patterns for the VisualElement
. This property can only be set when the VisualElement
is not yet part of a Panel
. Once part of a Panel
, this property becomes effectively read-only, and attempts to change it will throw an exception. The specification of proper UsageHints
drives the system to make better decisions on how to process or accelerate certain operations based on the anticipated usage pattern. Note that those hints do not affect behavioral or visual results, but only affect the overall performance of the panel and the elements within. Itâs advised to always consider specifying the proper UsageHints
, but keep in mind that some UsageHints
might be internally ignored under certain conditions (e.g. due to hardware limitations on the target platform). view-data-key
string
Used for view data persistence, such as tree expanded states, scroll position, or zoom level.
This key is used to save and load the view data from the view data store. If you donât set this key, the persistence is disabled for the associated VisualElement
. For more information, refer to View data persistence.
The following table lists all the C# public property names and their related USS selector.
C# property USS selector DescriptionussClassName
.unity-label
USS class name of elements of this type. ussClassName
.unity-text-element
USS class name of elements of this type. selectableUssClassName
.unity-text-element__selectable
USS class name of selectable text elements. disabledUssClassName
.unity-disabled
USS class name of local disabled elements.
You can also use the Matching Selectors section in the Inspector or the UI Toolkit Debugger to see which USS selectors affect the components of the VisualElement
at every level of its hierarchy.
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