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Question by DavidKay · May 26, 2016 at 01:06 PM · guitextureselectionslice

Selection box - Borders scaling when selection box size grows

Using Unity 5.3.4

When drawing my selection box to the screen using :

 GUI.DrawTexture(selectionRect, this.SelectionTexture);

The texture draws in the correct position, but the 1px border scales, which I don't want it do to. No matter the size of the selection box, I would like the border to stay at 1px.

I have adjusted the texture in the sprite editor to be of type Sprite (2D and UI), to be Single and to have a border of L:1 B:1 R:1 T:1

I have seen a similar question asked here : http://answers.unity3d.com/questions/941880/9-sliced-legacy-gui.html but I'm unsure of the syntax that the accepted answer mentions.

Any clues what I might be doing wrong with GUI.DrawTexture() to draw my texture as a sliced texture ? Or whether I need to use another method, and what that syntax might be ?

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avatar image JedBeryll · May 26, 2016 at 02:30 PM 0
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I had the same problem, after a day of trial and error i ended up creating a ui image where i got exactly what i wanted in 2 $$anonymous$$utes. I just turn it on and off and scale it as needed. $$anonymous$$ight be easier for you too.

avatar image Cherno · May 26, 2016 at 06:48 PM 0
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The GUI.DrawTexture function is not meant to be used with Textures imported as 2D/Sprite assets AFAI$$anonymous$$. You have to either use OnGUI to draw a GUI Style that has the required border set up, or use the UI system.

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Answer by Glurth · May 26, 2016 at 03:16 PM

While I don't know the exact details of how frames get scaled in the unity editor UI: I CAN tell you that this procedural texture (discovered via trial and error) DOES keep the lines 1 pixel in size, regardless of how large I scale it. It's basically 8x8 pixels, with a 1pix border of color(black here) on the edges:

  Texture2D FrameTex()
         {
             int dim = 8;
             Texture2D texture = new Texture2D(dim, dim, TextureFormat.ARGB32, false);
             texture.alphaIsTransparency = true;
             for (int i = 0; i < dim; i++)
                 for (int j = 0; j < dim; j++)
                 {
                     if (i == 0 || j == 0 || i == dim - 1 || j == dim - 1)
                         texture.SetPixel(i, j, new Color(0, 0, 0, 1));
                     else
                         texture.SetPixel(i, j, new Color(0, 0, 0, 0));
                 }
             texture.Apply();
             return texture;
         }

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