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Question by noobakashi · Feb 06, 2012 at 09:18 AM · selectiongridlevel select

level selection using gui.SelectionGrid

Hi, I'm trying to create a level menu where i use a grid of button to represent the level and when i click on them it should load the particular level this is the code i'm using using UnityEngine; using System.Collections;

public class MenuScreen : MonoBehaviour{

 public string selectedButton = "";

 public int selectionGridInt;

 public string[] selectionStrings = new string[] { "Level 1", "Level 2", "Level 3", "Level 4", "Level 5", "Level 6", "Level 7"};
 
 
 
 void OnGUI()

 {

     GUILayout.BeginArea(new Rect(350, 320, Screen.width / 3 - 20, Screen.height * 2 / 3));                                                                       
     
     selectionGridInt = GUILayout.SelectionGrid(selectionGridInt,selectionStrings,2);

     GUILayout.EndArea();

     selectedButton = selectionStrings[selectionGridInt];
     //Application.LoadLevel(selectedButton);
     GUI.Label(new Rect(300,10,150,40), selectedButton);

 }
 

}

The problem is when the menu loads up the value of selectionGridInt is always 0 and therefore it loads up the first level by default instantly. There is something i'm obviously doing wrong but can't figure out.. Could someone help me out?

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Answer by CorruptedHeart · Feb 06, 2012 at 10:10 AM

One possibility is to have a separate button that then loads the level based on the index.

 if(GUI.Button(new Rect(300, 10, 150, 40), selectionStrings[selectionGridInt]))
 {
 Application.LoadLevel(selectionStrings[selectionGridInt]);
 }

Another possibility is to have the first selection grid button to be "None" then just ensuring that if the selectionStrings[selectionGridInt] is None don't load the level

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Answer by d.V.b · Feb 12, 2012 at 01:20 PM

I think you can initialize selectionGridInt to -1 in Start(). Then add an if(selectionGridInt > -1) to load your level :)

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Answer by efge · Sep 02, 2012 at 01:18 PM

You could also set the selectionGridInt in Start() to a value higher than your max. buttons. Something like this:

 void Start() 
 {
   selectionGridInt = selectionStrings.Length;
 }
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