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Question by croucho · Mar 09, 2012 at 02:12 AM · guitexture2dguitexturedrawtexturegui.drawtexture

GUI.DrawTexture() into a Layer?

Hey All,

I need to draw a GUITexture into a certain layer with a rotation.

I've seen I can create a new GUITexture object by GameObject->Create Other->GUITexture. T$$anonymous$$s allows me to put the texture into the layer I want, BUT I have no control over it's rotation.

I can alternatively call GUI.DrawTexture() (manipulating the GUI's matrix prior to t$$anonymous$$s to ac$$anonymous$$eve the rotation), but I can't specify what Layer the texture would be in.

I need the best of both worlds. Is t$$anonymous$$s at all possible?

Many thanks all!

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Answer by Berenger · Mar 09, 2012 at 06:45 AM

What do you mean by layer ? The GUILayer is related to GUITexture and GUIText, the old GUI system. GUI.DrawTexture use the new one and don't have layers. If you are talking about getting input events, you need to see buttons or Event.current.button + Rect.Contains.

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avatar image croucho · Mar 09, 2012 at 03:42 PM 0
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Thanks for the response.

Not talking about input layers. I need to render these GUIs into a layer/culling mask that the cameras can selective choose to render or ignore.

If you look at any Object in the inspector, it has a Layer drop down. This is the layer I speak of :)

avatar image syclamoth · Mar 14, 2012 at 01:07 AM 2
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No, because GUI calls don't use camera rendering. At all. You can disable all the cameras in your scene, and the GUI will still show- because it works independently of camera drawing. You will have to implement your own system for this, because GUI calls are not rendered by the camera!

avatar image croucho · Mar 14, 2012 at 01:26 AM 0
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that's what I figured, but was hoping against hope :)

Thanks for the feedback Syclamoth

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