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Question by brandonsbarber · Jul 11, 2013 at 04:47 PM · rotationgui

GUI Group Clipping on Rotation

I have run into a problem with using GUI.BeginGroup coupled with GUIUtility.RotateAroundPivot.

My goal is to have several objects rendered within one distinct rectangle on screen. For this example, let's just say that I was the objects to be rendered inside of

 Rect r = new Rect(0,0,Screen.width,Screen.height);

Now, this works perfectly fine for rendering them where I need to, provided that I do not need to rotate the Textures.

I have been using the following method to render with the rotation:

 GUI.BeginGroup(r);
     Rect rect = //calculations to determine rect
     Texture texture = //loads Textire
     
     Matrix4x4 mtx = GUI.matrix;
             
     float rot = //calculates rotation value
             
     GUIUtility.RotateAroundPivot(rot,rect.center);
     GUI.DrawTexture(rect,texture);
             
     GUI.matrix = mtx;
 GUI.EndGroup();

I need the group Rect to remain in place for clipping purposes (in the real example, it won't be the screen dimensions), but the group rotates along with the textures that I am rendering. Is there a way to achieve this effect while remaining in the GUI Layer?

EDIT

My main concern is in displaying GUI elements and GUITextures as well. In this case, I currently have GUI elements that the GUI Group was helping to keep from overlapping on a GUITexture. Should the GUI Group prove to be impossible, is there any way to display a GUITexture over top of GUI?

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