structure Label

Label widgets are created inside Box objects via BOX:ADDLABEL.

A Label is a widget that just shows a bit of text or an image. The base type of Label is just used for passive content that can’t be edited or interacted with.

(However, other widgets which are interactive are derived from Label, such as Button and TextField.)

Suffix Type Description
Every suffix of WIDGET
TEXT string The text on the label.
IMAGE string Filename of an image for the label.
TOOLTIP string A tooltip for the label.

The text which is shown the label.

This text can contain some limited richtext markup, described below, unless you have suppressed it using Style:RICHTEXT as follows:

set thislabel:RICHTEXT to false. // prevent richtext markup in the label

This is the filename of an image file to use in the label’s background.

If you prefer an image to a string label, you can set this suffix. The filenames you use must be contained in the Archive (i.e. “/Ships/Script”) volume, but are allowed to disobey the normal rules about reaching the archive with comms. This is because these images conceptually represent the look and feel of control panels in the ship and not necessarily something that takes up “space” on the disk.

PNG format images usually work best, although JPG files work as well.

You can leave off the ".png" ending on the filename if you like and this suffix will presume you meant to read a .png file. If you wish to read a file in some other format than PNG, you will need to give its filename extension explicitly.


When the user hovers the mouse pointer over this item, set the global “tooltip” value for its GUI window to this string. This tooltip value can be read by your script as the GUIWidgets:TOOLTIP suffix of the outermost Box window this widget is inside of. It can also be shown by including a TIPDISPLAY widget in this window somewhere. The full details explaining tooltips can be found in the documentation page for TIPDISPLAY.

Exception: Due to a limitation of Unity3d’s IMGUI system, you cannot have a proper tooltip for a TEXTFIELD widget. It will not set the tooltip hint when mousing over it. Instead, when used on a TEXTFIELD widget, the TOOLTIP becomes the hint text that will be drawn in a ‘greyed-out’ color inside the text field when the field is an empty string.

Rich Text

Labels (and several other widgets that take text strings) can use a limited markup system called Rich Text. (This comes from Unity itself).

It looks slightly like HTML, but with only a very small number of tags supported. The list of supported tags is shown below:

  • <b>string</b> - Shows the string in bold face.
  • <i>string</i> - Shows the string in italic face.
  • <size=nnn>string</size> - Changes the font size to a number (Unity is unclear whether this is in pixels or points).
  • <color=name>string</color> - Selects a color, which can be expressed by name, and is assumed to be opaque.
  • <color=#nnnnnnnn>string</color> - Selects a color, expressed using 8 hexidecimal digits in pairs representing red, green, blue, and alpha. (For example, all red, fully opaque would be #ff0000ff, while all-red half-transparent would be #ff000080.)

This feature can be suppressed in a widget if you don’t like it. You suppress it by setting that widget’s Style:RICHTEXT suffix to false, for example:

set mylabel:style:richtext to false.

(Doing so can be useful if you’re trying to display text which contains the punctuation marks "<", or ">", and want to prevent them from being interpreted as markup tags.)

Examples of usage:

set mylabel1:text to "This is <b>important</b>.". // boldface
set mylabel2:text to "This is <i>important</i>.". // italic
set mylabel3:text to "This is <size=30>important</size>.". // enlarged font
set mylabel4:text to "This is <color=orange>important</color>.". // orange by name
set mylabel5:text to "This is <color=#ffaa00FF>important</color>.". // orange by hex code, opaque
set mylabel6:text to "This is <color=#ffaa0080>important</color>.". // orange by hex code, halfway transparent