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Question by BrennanVargas1 · Jun 18, 2011 at 01:41 AM · c#windowsgui-button

Why dont my gui buttons work in a window?

I have my GUI Buttons set up in a window and everything but it still doesnt seem to work.

Heres the portion of the script

 void OnGUI() {
         XPandHealth();
         
         if(GUI.Button(new Rect(10, 10, 100, 100), "Get XP!")){
             XP += 50;    
         }
         
     windowRect = GUI.Window(0, windowRect, PrimarySkill, "Primary Skill");
     }
     
     public void PrimarySkill(int windowID) {
         GUI.DragWindow();
         
         GUI.Label(new Rect(55, 20, 150, 150), "    Points - " + Points.ToString());
         
         if(isStrength == true) {
             GUI.Label(StrengthLevelString, "Strength Level");
             GUI.Label(StrengthDash, " - ");
             
             if(PointAdd == true) {
                 
                 if(GUI.Button(StrengthButton, "+")){
                     StrengthLevel += 1;
                     StrengthPoints += 3;
                     Points -= 1;
             }
         }
             GUI.Label(StrengthLevelDisplay, StrengthLevel.ToString());
             GUI.Label(StrengthPointsDisplay, "Strength Points - " + StrengthPoints.ToString());
         }
         
         if(isArchery == true){
             GUI.Label(ArcheryLevelString, "Archery Level");
             GUI.Label(ArcheryDash, " - ");
             
             if(PointAdd == true) {
                 if(GUI.Button(ArcheryButton, "+")){
                     ArcheryLevel += 1;
                     ArcheryPoints += 3;
                     Points -= 1;
             }
         }
             GUI.Label(ArcheryLevelDisplay, ArcheryLevel.ToString());
             GUI.Label(ArcheryPointsDisplay, "Archery Points - " + ArcheryPoints.ToString());
         }
         
         if(isMagic == true) {
             GUI.Label(MagicLevelString, "Magic Level");
             GUI.Label(MagicDash, " - ");
             
             if(PointAdd == true) {
                 if(GUI.Button(MagicButton, "+")){
                     MagicLevel += 1;
                     MagicPoints += 3;
                     Points -= 1;
             }
         }
             GUI.Label(MagicLevelDisplay, MagicLevel.ToString());
             GUI.Label(MagicPointsDisplay, "Magic Points - " + MagicPoints.ToString());
         }
         
     }
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Answer by Bunny83 · Jun 18, 2011 at 02:47 AM

Because you execute DragWindow without parameter before your buttons. DragWindow without a rect will use the whole window. Since Unity's GUI is an immediate system the first thing you do will process all events before others have a chance.

So you can:

  • move DragWindow to the end of your PrimarySkill callback

  • provide a Rect that should be used as "drag area". Most of time you want only the title bar of the window be dragable. That's the example from the docs: GUI.DragWindow (new Rect (0,0, 10000, 20));

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