Game Development Reference
In-Depth Information
A point of reference
Throughout this topic, we will refer to the legacy GUI simply as GUI .
When we talk about the new system, it will be referred to as UI or
Unity UI , just so you don't get mixed-up when reading.
When looking around the Web (or even in the Unity support forums),
you may hear about or see references to uGUI , which was the
development codename for the new Unity UI system.
GUI controls
The legacy GUI controls provide basic and stylized controls for use in your titles.
All legacy GUI controls are drawn during the GUI rendering phase from the built-in
OnGUI method. In the sample that accompanies this title, there are examples of all the
controls in the Assets\BasicGUI.cs script.
For GUI controls to function, a camera in the scene must have the
GUILayer component attached to it. It is there by default on any Camera
in a scene, so for most of the time you won't notice it. However, if you
have removed it, then you will have to add it back for GUI to work.
The component is just the hook for the OnGUI delegate handler, to
ensure it has called each frame.
Like the Update method in scripts, the OnGUI method can be called
several times per frame if rendering is slowing things down. Keep this
in mind when building your own legacy GUI scripts.
The controls that are available in the legacy GUI are:
Label
Texture
Button
Text fields (single/multiline and password variant)
Box
Toolbars
Sliders
ScrollView
Window
 
Search WWH ::




Custom Search