I hear it can’t be done: “GUIText does not have word wrap, skins, or anything else from OnGUI. GUIText and GUITextures are separate objects, from the Unity 1.x days, though they are still useful for some things since OnGUI can be problematic depending on what you’re doing.
–Eric”
However, that was a couple years ago – is it possible yet? I can’t use GUILayout because I need to be able to put the text underneath other object.
function FormatString ( text : String ) {
words = text.Split(" "[0]); //Split the string into seperate words
result = "";
for( var index = 0; index < words.length; index++)
{
var word = words[index].Trim();
if (index == 0) {
result = words[0];
block.text = result;
}
if (index > 0 ) {
result += " " + word;
block.text = result;
}
TextSize = block.GetScreenRect();
if (TextSize.width > lineLength)
{
//remover
result = result.Substring(0,result.Length-(word.Length));
result += "
@reberk, I'm not 100% sure, the scripts aren't on hand at the moment. However I think block refers to the "block of text". In the app it was a square/rectangular block of text, a quote, so it was likely a GUI object and the result was the correctly formatted text (with \n placed in where I needed line breaks). I hope that helps! Of course, Unity is still working on a new, in theory much better, GUI system which should solve all these problems, I'd imagine. Last I heard, as of last night with a Unity presentation, it's still being worked on, so who knows the exact date.
Thanks! I'll give it a shot. It will be a good test of my deductive programming skills. And I've definitely got my fingers crossed that the new GUI system is coming sooner rather than later; anything that supersedes the weird combination of OnGUI, GUIObjects, and 3D Text Meshes that I'm relying on now will be a glorious boon.
Not sure if anyone still needs this but I used the code from sfbaystudios, and modified it in C# so that it also takes in the line width. Heres my code:
string wrapString(string msg, int width) {
string[] words = msg.Split (" " [0]);
string retVal = ""; //returning string
string NLstr = ""; //leftover string on new line
for (int index = 0 ; index < words.Length ; index++ ) {
string word = words[index].Trim();
//if word exceeds width
if (words[index].Length >= width+2) {
string[] temp = new string[5];
int i = 0;
while (words[index].Length > width) { //word exceeds width, cut it at widrh
temp *= words[index].Substring(0,width) +"
I tried using GUIText too but it doesnt have word wrapping feature. The simplest thing to do is use GUIStyle and customize the font in the inspector. Just make sure to check Word Wrap in the inspector. This is my code:
private var descriptionText : String;
var descriptionStyle : GUIStyle;
function Start()
{
descriptionText = "Multi-line text here";
}
function OnGUI()
{
GUI.Button (Rect (10,70, 100, 20), descriptionText, descriptionStyle);
}
Would it be possible for you to add the variable declarations to this script? Mostly I'm just not sure what "block" is supposed to be.
– reberk@reberk, I'm not 100% sure, the scripts aren't on hand at the moment. However I think
– infinitypbrblockrefers to the "block of text". In the app it was a square/rectangular block of text, a quote, so it was likely a GUI object and the result was the correctly formattedtext(with\nplaced in where I needed line breaks). I hope that helps! Of course, Unity is still working on a new, in theory much better, GUI system which should solve all these problems, I'd imagine. Last I heard, as of last night with a Unity presentation, it's still being worked on, so who knows the exact date.Thanks! I'll give it a shot. It will be a good test of my deductive programming skills. And I've definitely got my fingers crossed that the new GUI system is coming sooner rather than later; anything that supersedes the weird combination of OnGUI, GUIObjects, and 3D Text Meshes that I'm relying on now will be a glorious boon.
– reberk