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Question by No_Username_Found · Jun 04, 2014 at 04:32 PM · cameraguiongui

OnGUI() not being called in Monobehaviour

I've got two cameras, and the OnGUI() isn't being called in both of them. I tried using the working OnGUI to send a message to the second camera to call it's OnGUI but I get the error that there is no receiver.

CameraControls.cs (main camera)

     //caled once per frame
     void OnGUI(){
 
         Debug.Log ("CameraControls.OnGUI() called.");
 
         //call the OnGUI() for the PlayerInventory that sets up the quickbar contents
         Transform cameraChild = transform.Find ("InventoryCamera");
         cameraChild.gameObject.SendMessage ("OnGUI");
     }

PlayerInventory.cs (child of main camera)

     //used for GUI
     void OnGUI(){
 
         Debug.Log ("PlayerInventory.OnGUI() called.");
                 //other code, but the above is not printing
         }

I know this looks unorthodox, but Unity isn't calling PlayerInventory.OnGUI() automatically. It does have a GUILayer component. I've also tried renaming the OnGUI function for this setup with the same results, even though I successfully call other functions from PlayerInventory.cs with this script.

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avatar image Lo0NuhtiK · Jun 04, 2014 at 04:34 PM 0
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Quick-tip : Don't use transform.Find("") in OnGUI() like that. Use it one time in Start() for something like you're doing.

avatar image rutter · Jun 04, 2014 at 04:38 PM 1
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Are you absolutely sure that PlayerInventory is attached to anything in the scene? Is it enabled?

avatar image No_Username_Found · Jun 04, 2014 at 04:45 PM 0
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@Lo0Nuhti$$anonymous$$ I'll keep that in $$anonymous$$d. This was a quick thing for debugging only.

@rutter Yes, I'm sure it's attached and enabled. I've also deleted the camera, and set up a new one to see if there was some other detail I tweaked, but the problem persists. alt text

untitled.png (43.3 kB)

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Answer by No_Username_Found · Jun 04, 2014 at 05:04 PM

Problem solved.

I had a variable in the PlayerInventory.Start() left over from previous debugging. active = false;

Seems that it works like enabled = false;

Sorry about the false alarm.

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