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Assigning Texture2D as GUI.Button

I'm attempting to create a custom GUI from an Illustrator file which will control character movement. Here is a sample of the script I'm attempting to build:

//  GUI active elements:
var dPadTexture : Texture2D;
var position :  Rect;

function OnGUI () {

   GUI.DrawTexture( position, dPadTexture );
   GUI.Button(position, dPadTexture);
}   

My question is how to draw a Texture2D in the GUI and have it also function as a button, basically just creating a custom button graphic that inputs as a mouseEvent telling the character to move.

Here is a screenshot of the above code's result:alt text

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asked Jan 21, 2011 at 02:15 AM

LANDO gravatar image

LANDO
54 32 28 32

After doing some reading it seems this may work however I haven't found a way to implement it:

myVar = GUILayout.Button("Test dPad", myVar, "Texture2D");

Jan 21, 2011 at 02:27 AM LANDO

To replicate the problem I'm encountering use this script: "// Draws a button with an image and a button with text var tex : Texture;

function OnGUI() { if(!tex) { Debug.LogError("No texture found, please assign a texture on the inspector"); }

if(GUILayout.Button (tex)) { Debug.Log("Clicked the image"); }

if(GUILayout.Button ("I am a regular Automatic Layout Button")) { Debug.Log("Clicked Button"); } }"

Script found @ http://unity3d.com/support/documentation/ScriptReference/GUILayout.Button.html

Jan 21, 2011 at 02:40 AM LANDO
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4 answers: sort voted first

I think what you want is this:

GUI.Button(position, dPadTexture, "label")

This will create a button with the texture, and make it look like a label (no button border).

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answered Jan 21, 2011 at 02:42 AM

Simon Wittber gravatar image

Simon Wittber
353 13 11 20

This is exactly what I was looking for, thanks for the help! I'll post my final working code at the end of the day.

Jan 21, 2011 at 04:49 PM LANDO

just letting you know this helped me out a bundle too, thanks for that :D

May 14, 2011 at 10:13 AM Proportion
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I can't really tell what you're asking. Your DrawTexture doesn't look like it's helping anything. And you need an if statement around your button code, if you want it to be functional and not just graphical.

http://unity3d.com/support/documentation/ScriptReference/GUI.Button.html

Edit: I'm assuming now that you're talking about the default style. Get rid of it.

var style : GUIStyle;

function OnGUI () {
   GUI.Button(position, dPadTexture, style);
} 
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answered Jan 21, 2011 at 02:41 AM

Jessy gravatar image

Jessy
18.1k 207 173 283

Good call on the GUIStyle, I got rid of the default style and everything is working great! Thanks!

Jan 21, 2011 at 04:51 PM LANDO
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if (GUI.Button(new Rect(100, 10, 200, 250), nameofthebutton)) {}

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answered Dec 26, 2011 at 09:05 AM

charnew gravatar image

charnew
31 53 42 44

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This is my way, I do it like this:

1)Create GUISkin...

2)Write script, or copy and paste this JavaScript:

var Skin : GUISkin;

function OnGUI {
    GUI.skin = Skin;
    //button code...
}

Good Luck, Ivan!

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answered Feb 27, 2013 at 08:14 PM

ivan1233 gravatar image

ivan1233
1 1

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asked: Jan 21, 2011 at 02:15 AM

Seen: 7774 times

Last Updated: Feb 27, 2013 at 08:14 PM