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Question by ODNSEV7N · Nov 22, 2013 at 07:10 AM · guirectrotatearoundpivot

How do I set a new Vector 2 for a GUI.Utility RotateAroundPivot?

Gda'y all,

I have made a simple Rotating Texture2D. But the needle pivot changes depending on screen size..

I have researched for a whilst now and everyone mentions Matrix4x4 backup.

I tried to implement it (seemed easy was only 2 lines of code)..but it done nothing? Its fine on the resolution it is, but not on smaller resolution.

Does matrix backup work? and can you help me implement it please?

I know it's because of the needle pivot rect, I don't quite know the solution.

Help would be greatly appreciated, cheers :)

Tim.

 var native_width : float = 1280;
 var native_height : float = 720;
 var tachosystemon : boolean;
 var needleTexture : Texture2D;
 var compassTexture : Texture2D;
 var rotAngle : float = 0;
 var pivotPoint : Vector2;
 var needleRect : Rect; 
 var compassRect : Rect  

 
 
 function OnGUI (){
 
     var rx : float = Screen.width / native_width;
     var ry : float = Screen.height / native_height;
     GUI.matrix = Matrix4x4.TRS (Vector3(0, 0, 0), Quaternion.identity, Vector3 (rx, ry, 1));
     
     GUI.skin = dials;
      if(!tachosystemon && GUI.Button (Rect (r1, r2, r3, r4),"DIALS")){
            tachosystemon = true;
            }
            
    else if(tachosystemon &&GUI.Button (Rect (r1, r2, r3, r4),"DIALS")){
            tachosystemon = false;
            }  
            
            if(tachosystemon){
            
 
        GUI.DrawTexture(compassRect, compassTexture); 
        GUIUtility.RotateAroundPivot(rotAngle, pivotPoint); 
        GUI.DrawTexture(needleRect, needleTexture);
 
 }
 
 }
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avatar image blitzen · Mar 07, 2014 at 08:51 AM 0
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If by "matrix backup" you mean to back it up and restore it after messing with RotateAroundPivot, sure:

 $$anonymous$$atrix4x4 backup$$anonymous$$atrix=GUI.matrix;
 //do your stuff
 GUI.matrix=backup$$anonymous$$atrix;

 

As to the resolution problem, if it's what I'm facing, it seems that for anything outside of a 4:3 aspect ratio the pivoted texture's dimensions will be skewed because it seems that the changing resolution is factored into the GUI-drawn textures before the rotation matrix is applied; hence, if you have a tall texture rotated 90 degrees to the right, squishing the game window vertically in the editor will actually make it get shorter horizontally, screwing up its relative post-rotated dimensions. I'd be all ears to a solution to that myself.

avatar image Laundro · Jun 03, 2014 at 02:03 PM 0
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I am having a lot of trouble with GUIUtility.RotateAroundPivot. Could you please give me a hand? Thank you! Here is my link

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