GUI Label Dynamic size

Hello,
I’m using this code to display a text on my screen:

GUI.Label(new Rect(textLeft, topPos, TEXT_WIDTH, TEXT_HEIGHT), text);

But the text zone is static. And I’have several texts (and images) to display in a row. So, for the moment, Each text is separated by TEXT_WIDTH pixels.

I’d like to draw the text without specify the size, Unity should have to use the minimum space requires according to the text and the font size, and it returns the text width.

How can I proceed?

Thanks in advance,
Dark Patate.

Finally I found a solution with the GUILayout class, here is my example:

GUILayout.BeginArea(new Rect(0, 0, Screen.width, HEIGHT));
GUILayout.BeginHorizontal(GUILayout.ExpandWidth(false));
GUILayout.Label(image1, GUILayout.ExpandWidth(false));
GUILayout.Space(5);
GUILayout.Label(text1, GUILayout.ExpandWidth(false));
GUILayout.Space(20);
GUILayout.Label(image2, GUILayout.ExpandWidth(false));
GUILayout.Space(5);
GUILayout.Label(text2, GUILayout.ExpandWidth(false));
GUILayout.Space(20);
GUILayout.Label(image3, GUILayout.ExpandWidth(false));
GUILayout.Space(5);
GUILayout.Label(text3, GUILayout.ExpandWidth(false));
GUILayout.EndHorizontal();
GUILayout.EndArea();

The GUILayout.ExpandWidth(false) is to avoid the justifying of my object on my area.