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Question by Befall · May 02, 2012 at 11:43 PM · cameraguidrawefficiency

How to draw directly to screen NOT using GUITextures/OnGUI()?

Hey all,

I made a previous thread regarding adjusting prefab and guitexture code, and was told that for GUI-heavy applications, the built in functionalities are rather inferior, and that I'd be better off writing my own.

But where's somewhere to start drawing something directly to the camera, with the same basic functionality as GUITextures but with far better performance when used en masse?

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avatar image hijinxbassist · May 03, 2012 at 01:08 AM 0
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You can use the http://unity3d.com/support/documentation/ScriptReference/Graphics.html>Graphics class. You can draw a texture using screen coordinates like you would in OnGUI().

As far as having the same functionality as a GUI Texture, i have no idea what to tell you. What "basic" functionality s are you looking to preserve?

avatar image syclamoth · May 03, 2012 at 01:23 AM 0
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Basically, Graphics.DrawTexture is what you need here.

avatar image Befall · May 03, 2012 at 03:34 AM 0
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@hijinxbassist Just stuff like dynamic resizing, ability to use transparent .png's, etc. I figure that wouldn't be an issue, thanks for the suggestions!

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Answer by AlucardJay · May 03, 2012 at 03:02 AM

I have just started playing with this free package (for reducing drawcalls with GUI) . It's called UIToolkit :

http://forum.unity3d.com/threads/87917-Prime31-UIToolkit-Multi-Resolution-GUI-Solution-Ready-for-Use...and-it-s-free

You'll want the Texture Packer (free version) as well :

http://www.texturepacker.com/

This video has more info (I found this after I found the prime31 site XD ) :

http://www.youtube.com/watch?v=FNQILrhT5lM&feature=relmfu

Video from the dev's (prime31) :

part 1 - http://www.youtube.com/watch?v=WeV1zbMpm5k&feature=youtu.be

part 2 - http://www.youtube.com/watch?v=tOh8ZmiU9RY&feature=relmfu

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