GUI circulur menu system

guys have a look on this link…i wanna make this type of menu in unity but have no idea at all
any help ? how to do this?

As @Cdrandin says, this would need to be done in 3D space. There are a number of technical challenges going on in the video: depth of field, selection indicator, info displays tied to current selection, etc. But the basic concept of rotating the objects in 3D space is relatively simple. Here is a bit of proof-of-concept code. It demonstrates how it could be done in Unity. I’d likely do a ‘real’ system a bit differently. To use:

  • Create a new scene
  • Add some game object to the scene (placement does not matter). You can use the built-in objects, or any object scaled to around 1 to 2 units in size in world space.
  • Tag the game object with ‘Menu’.
  • Attach this script to an empty game object.
  • Run. Left/Right error keys to cycle the menu.

#pragma strict

var center = Vector3(0,1	,0);
var radius = 7.0;
var rotateSpeed = 100.0;

    private var objects : Transform[];
    private var deltaAngle : float;
    private var qTo = Quaternion.identity;
    
    
    function Start() {
    	transform.position = center;
    	var gos = GameObject.FindGameObjectsWithTag("Menu");
    	deltaAngle = 360.0 / gos.Length;
    	var v = Vector3.back * radius;
    	
    	for (var i = 0; i < gos.Length; i++) {
    		gos*.transform.position = transform.position + v;*

_ gos*.transform.parent = transform;_
_ v = Quaternion.AngleAxis(deltaAngle, Vector3.up) * v;_
_
}_
_
}*_

function Update() {

* if (Input.GetKeyDown(KeyCode.LeftArrow)) {*
_ qTo = Quaternion.AngleAxis(deltaAngle, Vector3.up) * qTo;
* }*
* if (Input.GetKeyDown(KeyCode.RightArrow)) {*
qTo = Quaternion.AngleAxis(-deltaAngle, Vector3.up) * qTo;_

* }*

_ transform.rotation = Quaternion.RotateTowards(transform.rotation, qTo, Time.deltaTime * rotateSpeed);_
* Debug.Log(qTo.eulerAngles);*
}