Hi Guys, I have this script (Will Be Bellow) It Works 100% But it doesnt have a quit button. Could someone possibly help me add one bellow the credits bar. here is a screenshot. 
But how to add another button with a function to quit the game when i press it?
//@script ExecuteInEditMode()
var skin:GUISkin; private var gldepth = -0.5; private var startTime = 0.1; var nativeVerticalResolution = 1200.0; var scaledResolutionWidth = nativeVerticalResolution / Screen.height * Screen.width; var mat:Material; private var tris = 0; private var verts = 0; private var savedTimeScale:float; private var pauseFilter; private var showfps:boolean; private var showtris:boolean; private var showvtx:boolean; private var showfpsgraph:boolean; var lowFPSColor = Color.red; var highFPSColor = Color.green; var lowFPS = 30; var highFPS = 50; //var start : GameObject; var url = "WebPlayer.html"; var statColor:Color = Color.yellow; var GuiColor:Color = Color.white;
var crediticons:Texture[];
enum Page { None,Main,Options,Credits }
var currentPage:Page; private var fpsarray:int[]; private var fps:float;
function Start() {
fpsarray = new int[scaledResolutionWidth];
Time.timeScale = 1.0;
PauseGame();
}
function OnPostRender() {
if (showfpsgraph && mat != null) {
GL.PushMatrix ();
GL.LoadPixelMatrix();
for (var i = 0; i < mat.passCount; ++i)
{
mat.SetPass(i);
GL.Begin( GL.LINES );
for (var x=0; x<fpsarray.length; ++x) {
GL.Vertex3(x,fpsarray[x],gldepth);
}
GL.End();
}
GL.PopMatrix();
ScrollFPS();
}
}
function ScrollFPS() {
for (var x=1; x<fpsarray.length; ++x) {
fpsarray[x-1]=fpsarray[x];
}
if (fps < 1000) {
fpsarray[fpsarray.length-1] = fps;
}
}
static function IsDashboard() {
return Application.platform == RuntimePlatform.OSXDashboardPlayer;
}
static function IsBrowser() {
return (Application.platform == RuntimePlatform.WindowsWebPlayer || Application.platform == RuntimePlatform.OSXWebPlayer);
}
function LateUpdate () {
if (showfps || showfpsgraph) {
FPSUpdate();
}
if (Input.GetKeyDown("escape")) {
switch (currentPage) {
case Page.None: PauseGame(); break;
//case Page.Main: UnPauseGame(); break;
default: currentPage = Page.Main;
}
}
}
function OnGUI () {
if (skin != null) {
GUI.skin = skin;
}
//Our GUI is laid out for a 1920 x 1200 pixel display (16:10 aspect). The next line makes sure it rescales nicely to other resolutions.
GUI.matrix = Matrix4x4.TRS (Vector3(0, 0, 0), Quaternion.identity, Vector3 (Screen.height / nativeVerticalResolution, Screen.height / nativeVerticalResolution, 1));
ShowStatNums();
if (IsGamePaused()) {
GUI.color = GuiColor;
switch (currentPage) {
case Page.Main: PauseMenu(); break;
case Page.Options: ShowToolbar(); break;
case Page.Credits: ShowCredits(); break;
}
}
}
private var toolbarInt:int=0; private var toolbarStrings: String[]= ["Audio","Graphics","Stats","System"];
function ShowToolbar() {
BeginPage(800,250);
toolbarInt = GUILayout.Toolbar (toolbarInt, toolbarStrings);
switch (toolbarInt) {
case 0: VolumeControl(); break;
case 3: ShowDevice(); break;
case 1: Qualities(); QualityControl(); break;
case 2: StatControl(); break;
}
EndPage();
}
function ShowCredits() {
BeginPage(600,600);
for (var credit in credits) {
GUILayout.Label(credit);
}
for (var credit in crediticons) {
GUILayout.Label(credit);
}
EndPage();
}
function ShowBackButton() {
if (GUI.Button(Rect(10,10,150,80),"Back")) {
currentPage = Page.Main;
}
}
function ShowDevice() {
GUILayout.Label ("Unity player version "+Application.unityVersion);
GUILayout.Label("Graphics: "+SystemInfo.graphicsDeviceName+" "+
SystemInfo.graphicsMemorySize+"MB "+
SystemInfo.graphicsDeviceVersion+" "+
SystemInfo.graphicsDeviceVendor);
GUILayout.Label("Shadows: "+SystemInfo.supportsShadows);
GUILayout.Label("Image Effects: "+SystemInfo.supportsImageEffects);
GUILayout.Label("Render Textures: "+SystemInfo.supportsRenderTextures);
}
function Qualities() {
switch (QualitySettings.currentLevel) {
case QualityLevel.Fastest:
GUILayout.Label("Fastest");
break;
case QualityLevel.Fast:
GUILayout.Label("Fast");
break;
case QualityLevel.Simple:
GUILayout.Label("Simple");
break;
case QualityLevel.Good:
GUILayout.Label("Good");
break;
case QualityLevel.Beautiful:
GUILayout.Label("Beautiful");
break;
case QualityLevel.Fantastic:
GUILayout.Label("Fantastic");
break;
}
}
function QualityControl() {
GUILayout.BeginHorizontal();
if (GUILayout.Button("Decrease")) {
QualitySettings.DecreaseLevel();
}
if (GUILayout.Button("Increase")) {
QualitySettings.IncreaseLevel();
}
GUILayout.EndHorizontal();
}
function VolumeControl() {
GUILayout.Label("Volume");
AudioListener.volume = GUILayout.HorizontalSlider(AudioListener.volume,0.0,1.0);
}
function StatControl() {
GUILayout.BeginHorizontal();
showfps = GUILayout.Toggle(showfps,"FPS");
showtris = GUILayout.Toggle(showtris,"Triangles");
showvtx = GUILayout.Toggle(showvtx,"Vertices");
showfpsgraph = GUILayout.Toggle(showfpsgraph,"FPS Graph");
GUILayout.EndHorizontal();
}
function FPSUpdate() {
var delta = Time.smoothDeltaTime;
if (!IsGamePaused() && delta !=0.0) {
fps = 1 / delta;
}
}
function ShowStatNums() {
GUILayout.BeginArea(Rect(scaledResolutionWidth-200,20,scaledResolutionWidth/4,nativeVerticalResolution/4));
if (showfps) {
var fpsString= fps.ToString ("#,##0 fps");
GUI.color = Color.Lerp(lowFPSColor, highFPSColor,(fps-lowFPS)/(highFPS-lowFPS));
GUILayout.Label (fpsString);
}
if (showtris || showvtx) {
GetObjectStats();
GUI.color = statColor;
}
if (showtris) {
GUILayout.Label (tris+"tri");
}
if (showvtx) {
GUILayout.Label (verts+"vtx");
}
GUILayout.EndArea();
}
function BeginPage(width,height) { scaledResolutionWidth = nativeVerticalResolution / Screen.height * Screen.width; GUILayout.BeginArea(Rect(scaledResolutionWidth/2 - (width/2), nativeVerticalResolution/2 - (height/2),width,height)); }
function EndPage() {
GUILayout.EndArea();
if (currentPage != Page.Main) {
ShowBackButton();
}
}
/*function IsBeginning() {
return Time.time < startTime;
}*/
function PauseMenu() {
BeginPage(500,300);
if (GUILayout.Button ("Continue")) {
UnPauseGame();
}
if (GUILayout.Button ("Options")) {
currentPage = Page.Options;
}
if (GUILayout.Button ("Credits")) {
currentPage = Page.Credits;
}
if (IsBrowser() && GUILayout.Button ("Restart")) {
Application.OpenURL(url);
}
EndPage();
}
function GetObjectStats() {
verts = 0;
tris = 0;
var ob = FindObjectsOfType(GameObject);
for (var obj in ob) {
GetObjectStats(obj);
}
}
function GetObjectStats(object) {
var filters : Component[];
filters = object.GetComponentsInChildren(MeshFilter);
for( var f : MeshFilter in filters ){
tris += f.sharedMesh.triangles.Length/3;
verts += f.sharedMesh.vertexCount;
}
}
function PauseGame() {
savedTimeScale = Time.timeScale;
Time.timeScale = 0;
AudioListener.pause = true;
if (pauseFilter) pauseFilter.enabled = true;
currentPage = Page.Main;
transform.position = new Vector3(0, 1, 0);
Screen.lockCursor = false;
}
function UnPauseGame() {
Time.timeScale = savedTimeScale;
AudioListener.pause = false;
if (pauseFilter) pauseFilter.enabled = false;
currentPage = Page.None;
transform.position = Vector3.zero;
Screen.lockCursor = true;
}
function IsGamePaused() { return Time.timeScale == 0; }
function OnApplicationPause(pause:boolean) {
if (IsGamePaused()) {
AudioListener.pause = true;
}
}
I am assuming you are not familiar with Script programming. That is really a prerequisite to understanding an answer that someone might provide. I think you are asking "Hi ... can someone spend their time and code up a script for me?". The chances are someone will help you ... but I do recommend that you spend time yourself studying scripting.
For someone to assist you with the script code, you will have to supply the current script code you are using.
Do you know of some good beginner scripting tutorials for unity? Would love to learn