Yeah, this question has been posted before. Just draw the text five times, offset by one pixel, and in a different color. I made a helper script that does this for me: Code (csharp): //EGUI.js //draw text of style color, with a specified outline color public static function DrawOutline(position : Rect, text : String, style : GUIStyle, outColor : Color){ var backupStyle = style; var oldColor = style.normal.textColor; style.normal.textColor = outColor; position.x--; GUI.Label(position, text, style); position.x +=2; GUI.Label(position, text, style); position.x--; position.y--; GUI.Label(position, text, style); position.y +=2; GUI.Label(position, text, style); position.y--; style.normal.textColor = oldColor; GUI.Label(position, text, style); style = backupStyle; } //draw text of a specified color, with a specified outline color public static function DrawOutline(position : Rect, text : String, style : GUIStyle, outColor : Color, inColor : Color){ var backupStyle = style; style.normal.textColor = outColor; position.x--; GUI.Label(position, text, style); position.x +=2; GUI.Label(position, text, style); position.x--; position.y--; GUI.Label(position, text, style); position.y +=2; GUI.Label(position, text, style); position.y--; style.normal.textColor = inColor; GUI.Label(position, text, style); style = backupStyle; } example use: Code (csharp): //draws the word 'laser' at 5 pixels in, 103 pixels up from bottom. Text area is 50 pixels wide, 25 pixels tall //in white, with a black outline EGUI.DrawOutline(Rect (5, Screen.Height - 103, 50, 25), "Laser", skin.GetStyle("medium"), Color.black, Color.white); result looks like this: It looks even better with larger fonts actually.
Another way you could do it without so many label calls would be to use the "Save Font" script from the wiki and edit your font in Photoshop to have an outline. This way you can do font gradients, colors, outlines, all kinds of cool stuff.
1. any ideas on how would i go about to use outlines fonts with GUILayout.Label() funcions? 2. alternatively is there any way to make the guiskin use the modified PNG texture like is the savefont example?
I've made a post about this here http://www.pepwuper.com/unity3d-for...changing-font-size-color-on-the-text-unity3d/ The last part of the post would probably help - using SaveFontTexture and TexturedFont scripts form the wiki to edit the font texture directly and apply it to your guiText object.