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Question by Crashdoom · Jun 24, 2012 at 04:52 PM · guiinputbuttondepth

GUI.Depth text input/button issues

Hey,

I'm trying to use two separate classes with OnGUI at different depths to try and create a "notice box" that appears when certain things are called in the main script.

The second script is added to a separate gameobject instanced from the first script. The first script has a depth of 1 and the second a depth of 0.

However, the text inputs and button on the first GUI are still able to be edited/clocked respectively despite having another GUI on top of it.

Any help would be appreciated.

Thanks!

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avatar image Crashdoom · Jul 09, 2012 at 01:04 AM 0
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Still having the same issue...

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Answer by SmilingRob · Jun 25, 2012 at 12:37 AM

Inside the if block with your GUI.Button() or whatever was clicked, Use() the event up: http://unity3d.com/support/documentation/ScriptReference/Event.Use.html

 if (GUI.Button(new Rect(buttonL, buttonT, buttonW, buttonH), "Fire'")) {
     // use up this event, so it will be marked used for the next button
     Event.current.Use();
     // ... do something with the event
 }


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avatar image Crashdoom · Jun 25, 2012 at 01:03 AM 0
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Hey, that hasn't seemed to work, the box on top of the other elements are still clickable... It's kind of annoying since sometimes it causes the elements to double up.

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