Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by Lairinus · Sep 24, 2013 at 12:22 AM · c#guionguirectstyle

How expensive is Rect.Contains(Event.current.mousePosition)?

Also, how expensive is it to use the style options such as OnHover? Are they constantly called even if the GUI is incapable of receiving it? Are they checked even when no Mouse Input is received on the specific GUI?(I.E. A label with OnNormal/OnHover shouldn't change)

The reason behind me asking is simply because I want to run roughly 100+ pieces of GUI and I'm trying to figure out the best way to optimize.

Thanks for any info!

Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image numberkruncher · Sep 24, 2013 at 12:24 AM 0
Share

Is this for a runtime GUI or an in-editor GUI?

avatar image Lairinus · Sep 24, 2013 at 12:39 AM 0
Share

runtime GUI

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by numberkruncher · Sep 24, 2013 at 12:55 AM

Rect.Contains(Event.current.mousePosition) is relatively efficient though you should avoid evaluating this for non-mouse events.

Also, how expensive is it to use the style options such as OnHover? Are they constantly called even if the GUI is incapable of receiving it? Are they checked even when no Mouse Input is received on the specific GUI?(I.E. A label with OnNormal/OnHover shouldn't change)

I wouldn't think there was very much difference since these states are determined when your GUI is being repainted. When a style is drawn with the control ID Unity will determine the current state based upon internal state (like GUIUtility.hotControl). Otherwise you can specify the style of GUI to go with.

 void OnGUI() {
     Event e = Event.current;

     int yourControlID = GUIUtility.GetControlID(FocusType.Passive);

     Rect yourRect = YourControlRect;
     GUIStyle style = YourControlStyle;

     switch (e.GetTypeForControl(yourControlID)) {
         case EventType.MouseDown:
             if (yourRect.Contains(e.mousePosition)) {
                 // Lock on to your custom button control.
                 GUIUtility.hotControl = yourControlID;
                 e.Use();
             }
             break;
         case EventType.MouseUp:
             if (GUIUtility.hotControl == yourControlID) {
                 // Release lock - Important!
                 GUIUtility.hotControl = 0;
                 e.Use();

                 if (yourRect.Contains(e.mousePosition)) {
                     // Do something!
                     // Your custom button was clicked!
                 }
             }
             break;
         case EventType.Repaint:
             // The following will determine whether to use "OnHover" style
             // upon repainting GUI.
             style.Draw(yourRect, GUIContent.none, yourControlID);

             // OR! - Specify state manually!
             style.Draw(yourRect, GUIContent.none, false, false, false, false);
             break;
     }
 }

The reason behind me asking is simply because I want to run roughly 100+ pieces of GUI and I'm trying to figure out the best way to optimize.

The standard Unity GUI functionality is not very efficient and for large GUI's it is generally better to use a solution like NGUI. In fact, I believe that a revamped version of NGUI will be built into a future version of Unity with the new name uGUI (see Unite'13 video on YouTube for further information!).

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Lairinus · Sep 24, 2013 at 01:21 AM 0
Share

Very good explanation-- Thanks! Covered all of the bases.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

16 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Distribute terrain in zones 3 Answers

How do i change the GUI.Box font size and box size ? 0 Answers

How do I make rect.Contains() accept a rect with negative width and height? 2 Answers

How do I get (return) all the GUI inside(contained in) a GUI rect ? 2 Answers

Same GUI script showing up in different places 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges