• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
Question by Streamline Games · Nov 09, 2012 at 06:56 PM · javascripterrorguiskinguiskin

JavaScript OnGUI GuiSkins aren't working, multiple scripts

Hi guys, i'm having a major problem, i just got a GUI Skin made for my game, it looks awesome, i have multiple scripts that i wan't to apply this skin to. One of them is a Pause menu, another Inventory, and some more. When i try to apply this skin, i get this error:

Assets/Scripts/Inventory.js(44,18): BCE0022: Cannot convert 'UnityEngine.GUISkin[]' to 'UnityEngine.GUISkin'.

Here's my Inventory script:

 #pragma strict
 
 var InventoryEnabled = false;
 
 
 var InvWindow : Texture;
 var InvClose : Texture;
 var Grids : Texture[];
 var SideBar : Texture[];
 var IlluminatiSkin : GUISkin[];
 
 private var GridValue : float = -1;
 
 function Update(){
 
     
     if(Input.GetKeyDown("c")){
     
             
         if(InventoryEnabled == true){
             
             InventoryEnabled = false;
             Time.timeScale = 1;
             AudioListener.volume = 1;
             Screen.showCursor = false;    
             GetComponent(MouseLook).enabled = true;
                         
         }
         
         
         else if(InventoryEnabled == false){
             InventoryEnabled = true;
             AudioListener.volume = 0;
             Time.timeScale = 0;
             Screen.showCursor = true;
             GetComponent(MouseLook).enabled = false;
             
         }
     }
 }
 
 function OnGUI ()
 {
      GUI.skin =  IlluminatiSkin;
 
     if(InventoryEnabled == true)
     {
         GUI.Box(Rect(Screen.width /2 - 280,Screen.height /2 -280 ,650,500), InvWindow);
         
         //Grid
         GridValue = GUI.SelectionGrid(Rect(Screen.width / 2 - 210, Screen.height / 2 - 200, 500, 200), GridValue, Grids, 4);
 
         //Side Bars
         
         
     }
     
         
     
 }

And here is my script for my pause menu:

 var mainMenuSceneName : String;
 var pauseMenuFont : Font;
 private var pauseEnabled = false;    
 var IlluminatiSkin : GUISkin[];        
 
 function Start(){
     pauseEnabled = false;
     Time.timeScale = 1;
     AudioListener.volume = 1;
     Screen.showCursor = false;
 }
 
 function Update(){
 
     //check if pause button (escape key) is pressed
     if(Input.GetKeyDown("escape")){
     
         //check if game is already paused        
         if(pauseEnabled == true){
             //unpause the game
             pauseEnabled = false;
             Time.timeScale = 1;
             AudioListener.volume = 1;
             Screen.showCursor = false;    
             GetComponent(MouseLook).enabled = true;    
             Screen.lockCursor = true;
             
         }
         
         //else if game isn't paused, then pause it
         else if(pauseEnabled == false){
             pauseEnabled = true;
             AudioListener.volume = 0;
             Time.timeScale = 0;
             Screen.showCursor = true;
             GetComponent(MouseLook).enabled = false;
             Screen.lockCursor = false;
         }
     }
 }
 
 private var showGraphicsDropDown = false;
 
 function OnGUI(){
 
 GUI.skin.box.font = pauseMenuFont;
 GUI.skin.button.font = pauseMenuFont;
      GUI.skin =  IlluminatiSkin;
 
     if(pauseEnabled == true){
         
         //Make a background box
         GUI.Box(Rect(Screen.width /2 - 100,Screen.height /2 - 100,250,200), "Pause Menu");
         
         //Make Main Menu button
         if(GUI.Button(Rect(Screen.width /2 - 100,Screen.height /2 - 50,250,50), "Main Menu")){
             Application.LoadLevel(mainMenuSceneName);
         }
         
         //Make Change Graphics Quality button
             if(GUI.Button(Rect(Screen.width /2 - 100,Screen.height /2 ,250,50), "Change Graphics Quality")){
             
             if(showGraphicsDropDown == false){
                 showGraphicsDropDown = true;
             }
             else{
                 showGraphicsDropDown = false;
             }
         }
         
         //Create the Graphics settings buttons, these won't show automatically, they will be called when
         //the user clicks on the "Change Graphics Quality" Button, and then dissapear when they click
         //on it again....
         if(showGraphicsDropDown == true){
             if(GUI.Button(Rect(Screen.width /2 + 150,Screen.height /2 ,250,50), "Fastest")){
                 QualitySettings.currentLevel = QualityLevel.Fastest;
             }
             if(GUI.Button(Rect(Screen.width /2 + 150,Screen.height /2 + 50,250,50), "Fast")){
                 QualitySettings.currentLevel = QualityLevel.Fast;
             }
             if(GUI.Button(Rect(Screen.width /2 + 150,Screen.height /2 + 100,250,50), "Simple")){
                 QualitySettings.currentLevel = QualityLevel.Simple;
             }
             if(GUI.Button(Rect(Screen.width /2 + 150,Screen.height /2 + 150,250,50), "Good")){
                 QualitySettings.currentLevel = QualityLevel.Good;
             }
             if(GUI.Button(Rect(Screen.width /2 + 150,Screen.height /2 + 200,250,50), "Beautiful")){
                 QualitySettings.currentLevel = QualityLevel.Beautiful;
             }
             if(GUI.Button(Rect(Screen.width /2 + 150,Screen.height /2 + 250,250,50), "Fantastic")){
                 QualitySettings.currentLevel = QualityLevel.Fantastic;
             }
             
             if(Input.GetKeyDown("escape")){
                 showGraphicsDropDown = false;
             }
         }
         
         //Make quit game button
         if (GUI.Button (Rect (Screen.width /2 - 100,Screen.height /2 + 50,250,50), "Quit Game")){
             Application.Quit();
         }
     }
 }

Please could you notify me what is wrong with these, also please could you answer ASAP, many thanks.

Comment

People who like this

0 Show 0
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image

Answer by phodges · Nov 09, 2012 at 07:15 PM

If "IlluminatiSkin" is meant to be a reference to a single skin and not a collection, then you should not declare it as an array:

 var IlluminatiSkin : GUISkin;

Note also that your pause menu font changes are being applied to whichever skin is in effect before you activate the Illuminati skin.

Comment

People who like this

0 Show 5 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Streamline Games · Nov 09, 2012 at 08:22 PM 0
Share

Hi, thanks for the reply, Illuminatiskin, is the name of my GUISkin, But it also happens on my pause menu, which doesn't have an Array.

avatar image phodges · Nov 09, 2012 at 08:24 PM 0
Share

It does in the example that you posted - that's what the square brackets mean.

avatar image Streamline Games · Nov 09, 2012 at 09:23 PM 0
Share

Ok, thanks so much for the reply, one more problem now, i changed the box to a window, because i prefer the gui skin for the window, but now the window overpowers everything else, meaning that you can't see the buttons etc.

avatar image phodges · Nov 10, 2012 at 06:48 AM 0
Share

That's a somewhat different problem. Could you accept this answer and create a new question, filling out information relevant to this issue?

avatar image phodges · Nov 10, 2012 at 01:40 PM 0
Share

Bump. I see you have added a new question. Please consider accepting the answer to this one as being correct.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

10 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Setting Scroll View Width GUILayout 1 Answer

Error: you are pushing more GUIClips than you are poping. 1 Answer

Problems controlling the GUI skin / style 2 Answers

Automatic new line 1 Answer

Global GUISkin? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges