C# mph formatting

I’ve been working on a racing game using scripts from the car tutorial demo and my own scripts and need some help with a C# script. Right now the MPH displays as MPH: 123.4534534 and I would like help formatting it to MPH: 2 (without decimals). If some one could be kind enough to help that would be greatly appreciated.

using UnityEngine;
using System.Collections;

// This class is repsonsible for controlling inputs to the car.
// Change this code to implement other input types, such as support for analogue input, or AI cars.
[RequireComponent (typeof (Drivetrain))]
public class CarController : MonoBehaviour {
	public GUISkin skin;
	// Add all wheels of the car here, so brake and steering forces can be applied to them.
	public Wheel[] wheels;
	
	// A transform object which marks the car's center of gravity.
	// Cars with a higher CoG tend to tilt more in corners.
	// The further the CoG is towards the rear of the car, the more the car tends to oversteer. 
	// If this is not set, the center of mass is calculated from the colliders.
	public Transform centerOfMass;

	// A factor applied to the car's inertia tensor. 
	// Unity calculates the inertia tensor based on the car's collider shape.
	// This factor lets you scale the tensor, in order to make the car more or less dynamic.
	// A higher inertia makes the car change direction slower, which can make it easier to respond to.
	public float inertiaFactor = 1.5f;
	
	// current input state
	float brake;
	float throttle;
	float throttleInput;
	float steering;
	float lastShiftTime = -1;
	float handbrake;
		
	Drivetrain drivetrain;
	public float shiftSpeed = 0.8f;
	public float throttleTime = 1.0f;
	public float throttleTimeTraction = 10.0f;
	public float throttleReleaseTime = 0.5f;
	public float throttleReleaseTimeTraction = 0.1f;
	public bool tractionControl = true;
	public float steerTime = 1.2f;
	public float veloSteerTime = 0.1f;
	public float steerReleaseTime = 0.6f;
	public float veloSteerReleaseTime = 0f;
	public float steerCorrectionFactor = 4.0f;
	public float slipVelo {
		get {
			float val = 0.0f;
			foreach(Wheel w in wheels)
				val += w.slipVelo / wheels.Length;
			return val;
		}
	}
	// Initialize
	void Start () 
	{
		if (centerOfMass != null)
			rigidbody.centerOfMass = centerOfMass.localPosition;
		rigidbody.inertiaTensor *= inertiaFactor;
		drivetrain = GetComponent (typeof (Drivetrain)) as Drivetrain;
	}
	
	void Update () 
	{
		// Steering
		Vector3 carDir = transform.forward;
		float fVelo = rigidbody.velocity.magnitude;
		Vector3 veloDir = rigidbody.velocity * (1/fVelo);
		float angle = -Mathf.Asin(Mathf.Clamp( Vector3.Cross(veloDir, carDir).y, -1, 1));
		float optimalSteering = angle / (wheels[0].maxSteeringAngle * Mathf.Deg2Rad);
		if (fVelo < 1)
			optimalSteering = 0;
				
		float steerInput = 0;
		if (Input.GetKey (KeyCode.LeftArrow))
			steerInput = -1;
		if (Input.GetKey (KeyCode.RightArrow))
			steerInput = 1;

		if (steerInput < steering)
		{
			float steerSpeed = (steering>0)?(1/(steerReleaseTime+veloSteerReleaseTime*fVelo)) :(1/(steerTime+veloSteerTime*fVelo));
			if (steering > optimalSteering)
				steerSpeed *= 1 + (steering-optimalSteering) * steerCorrectionFactor;
			steering -= steerSpeed * Time.deltaTime;
			if (steerInput > steering)
				steering = steerInput;
		}
		else if (steerInput > steering)
		{
			float steerSpeed = (steering<0)?(1/(steerReleaseTime+veloSteerReleaseTime*fVelo)) :(1/(steerTime+veloSteerTime*fVelo));
			if (steering < optimalSteering)
				steerSpeed *= 1 + (optimalSteering-steering) * steerCorrectionFactor;
			steering += steerSpeed * Time.deltaTime;
			if (steerInput < steering)
				steering = steerInput;
		}
		
		// Throttle/Brake

		bool accelKey = Input.GetKey (KeyCode.UpArrow);
		bool brakeKey = Input.GetKey (KeyCode.DownArrow);
		
		if (drivetrain.automatic  drivetrain.gear == 0)
		{
			accelKey = Input.GetKey (KeyCode.DownArrow);
			brakeKey = Input.GetKey (KeyCode.UpArrow);
		}
		
		if (Input.GetKey (KeyCode.LeftShift))
		{
			throttle += Time.deltaTime / throttleTime;
			throttleInput += Time.deltaTime / throttleTime;
		}
		else if (accelKey)
		{
			if (drivetrain.slipRatio < 0.10f)
				throttle += Time.deltaTime / throttleTime;
			else if (!tractionControl)
				throttle += Time.deltaTime / throttleTimeTraction;
			else
				throttle -= Time.deltaTime / throttleReleaseTime;

			if (throttleInput < 0)
				throttleInput = 0;
			throttleInput += Time.deltaTime / throttleTime;
			brake = 0;
		}
		else 
		{
			if (drivetrain.slipRatio < 0.2f)
				throttle -= Time.deltaTime / throttleReleaseTime;
			else
				throttle -= Time.deltaTime / throttleReleaseTimeTraction;
		}
		throttle = Mathf.Clamp01 (throttle);

		if (brakeKey)
		{
			if (drivetrain.slipRatio < 0.2f)
				brake += Time.deltaTime / throttleTime;
			else
				brake += Time.deltaTime / throttleTimeTraction;
			throttle = 0;
			throttleInput -= Time.deltaTime / throttleTime;
		}
		else 
		{
			if (drivetrain.slipRatio < 0.2f)
				brake -= Time.deltaTime / throttleReleaseTime;
			else
				brake -= Time.deltaTime / throttleReleaseTimeTraction;
		}
		brake = Mathf.Clamp01 (brake);
		throttleInput = Mathf.Clamp (throttleInput, -1, 1);
				
		// Handbrake
		handbrake = Mathf.Clamp01 ( handbrake + (Input.GetKey (KeyCode.Space)? Time.deltaTime: -Time.deltaTime) );
				float shiftThrottleFactor = Mathf.Clamp01((Time.time - lastShiftTime)/shiftSpeed);
		drivetrain.throttle = throttle * shiftThrottleFactor;
		drivetrain.throttleInput = throttleInput;
		
		if(Input.GetKeyDown(KeyCode.A))
		{
			lastShiftTime = Time.time;
			drivetrain.ShiftUp ();
		}
		if(Input.GetKeyDown(KeyCode.Z))
		{
			lastShiftTime = Time.time;
			drivetrain.ShiftDown ();
		}


		foreach(Wheel w in wheels)
		{
			w.brake = brake;
			w.handbrake = handbrake;
			w.steering = steering;
		}
	}
	

	void OnGUI ()
	{
		if (skin != null) {
            GUI.skin = skin;
        }
		GUI.Box (new Rect(0,460,100,30),"mph:"+rigidbody.velocity.magnitude * 2.237f);
                // would like to format MPH as whole numbers rounding up.
	}
}

easiest way is to just typecast it to Int.

(int) (rigidbody.velocity.magnitude * 2.237f)

could you please give an example code in my script?

Instead of:

GUI.Box (new Rect(0,460,100,30),"mph:"+rigidbody.velocity.magnitude * 2.237f);

Write:

GUI.Box (new Rect(0,460,100,30),"mph:"+ (int) (rigidbody.velocity.magnitude * 2.237f));

Thanks!

See also String.Format for more advanced formatting:
http://dotnetperls.com/string-format