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Question by Superboonie88 · Sep 03, 2012 at 09:50 PM · guibuttonevent-handling

Why is checking button click in Unity done this way?

I find the Unity way of writing the GUILayout.Button in onGUI to check for button click to contract the way I am used to seeing UI code, in which you instantiate a UI object and set up a click event handler for it. What's the reasoning behind doing it this way (from a framework creator's viewpoint)?

 function OnGUI {
     if (GUILayout.Button("Play")) {
         // button clicked  
     }
 }
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avatar image Kiloblargh · Sep 03, 2012 at 10:23 PM 0
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I think this site is more for "how" questions than "why" questions. But I also think OnGUI is the event handler, and it's already been set up, internally. Right? So there you go.

avatar image Kronusdark · Sep 03, 2012 at 11:49 PM 0
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I would assume its faster to check for the buttons that you are interested in as needed, rather than scanning all input and firing individual methods, but I could be wrong.

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Answer by Eric5h5 · Sep 03, 2012 at 10:47 PM

OnGUI is immediate mode. If you want something else, use GUITextures (which can use the OnMouseDown function), or wait for the new GUI system in Unity 4.something.

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avatar image Lukas_GMC · Sep 05, 2012 at 07:07 PM 0
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When is 4.0 co$$anonymous$$g?

avatar image Eric5h5 · Sep 05, 2012 at 07:48 PM 0
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When it's done, but it won't have the new GUI system.

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