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My GUI buttons are triggering without user input.
I am trying to create a very simple menu for use in a seperate menu screen. It has a button configuration to load the first level the credits or exit. However when the scene loads the credit button automatically activates. I have tried disabling it and it makes the start button trigger. If I disable that one the exit button triggers. I am not sure what I am doing wrong here.
function OnGUI () {
//Menu screen script
//if
//if no work add if
(GUI.Button (Rect (900, 800, Screen.width, Screen.height), "START GAME"));
Application.LoadLevel("Game");
(GUI.Button (Rect (900, 850, Screen.width, Screen.height), "Credits"));
Application.LoadLevel("Credits");
(GUI.Button (Rect (900, 900, Screen.width, Screen.height), "Exit"));
Application.Quit() ;
}
function Update () { // this part gets done every refresh, which will vary by machine
if (Input.GetKey(KeyCode.Escape))
{
Application.Quit() ;
}
}
Answer by whebert · Mar 16, 2013 at 10:39 PM
You need wrap the GUI.Button call into an if statement. It looks like you may have had that initially but have commented it out? But the following should work:
if(GUI.Button (Rect (0, 0, 100, 50), "START GAME"))
Application.LoadLevel("Game");
if(GUI.Button (Rect (0, 50, 100, 50), "Credits"))
Application.LoadLevel("Credits");
if(GUI.Button (Rect (0, 100, 100, 50), "Exit"))
Application.Quit();
Oh, forgot to mention, you shouldn't have a semicolon after the if statement. That causes the end of the if and the next line will get run automatically, which explains what you were seeing. May be a good idea to always wrap your if logic with curly braces:
if(GUI.Button (Rect (0, 0, 100, 50), "START GAME"))
{
Application.LoadLevel("Game");
}
Thanks. I commented out the if statement because of a compiler error. I knew it was an easy fix.
Thanks for the response, was having the same issue and about to ask it, but your answer was clear... :P
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