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Question by LeakySink · Oct 21, 2012 at 10:21 PM · guiwrapping

Simple way to word wrap?

I've trawled through the documentation referring to GUIStyles, Skins and how to operate them but so far with no success. Can somebody give me a simple explanation on how to implement word wrapping on a guitext, or a Textmesh?

Thanks

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Answer by Bunny83 · Oct 21, 2012 at 11:06 PM

GUIStyles are used by the Unity GUI system (OnGUI callback). The GUIText and TextMesh components do not use GUIStyles. Furthermore those components don't have a size to which they should / could wrap around.

So the simple answer is: no, there's no "simple way" for GUIText or TextMesh to wordwrap.

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avatar image LeakySink · Oct 24, 2012 at 12:23 PM 0
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Well, that's unfortunate. I suppose my question then is what's the easiest way to display dialogue that incorporates wordwrapping? There are a few third party plug-ins that deal with this kind of thing but does Unity have a simple way of achieving it out of the box?

avatar image Bunny83 · Oct 24, 2012 at 08:21 PM 0
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Sure, just use the Unity GUI ins$$anonymous$$d. GUIText is actually kind of deprecated, it's still there and you can still use it for simple text but the "new" gui system works way different.

Just use a GUI.Label or any other GUI control you like / need. They're all built on top of GUIStyles and are basically all capable of wordwrapping.

avatar image dylan92 · Jul 11, 2013 at 09:27 PM 0
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Try GUI Essentials. It has Text Areas created from a GUIText and GUITexture that word wrap the GUIText and keep it in the confines of the GUITexture.

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Answer by rowdyp · Jul 11, 2013 at 11:08 PM

that and GUI skins can be set to automatically wordwrap.

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Answer by Carnifex12 · Dec 01, 2014 at 11:03 PM

 function OnGUI() {
 
 GUI.skin.button.wordWrap = true;
 
 }

Just change the word wrap setting for whatever kind of gui you want (button, label, box..)

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avatar image YoungDeveloper · Dec 01, 2014 at 11:04 PM 0
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There's no need to reset wordWrap state every OnGUI call.

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