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 Ian-McCleary · Apr 22, 2014 at 03:21 AM · javascriptgui

GUI button not showing up

I have no idea why my GUI button on line 281 is not showing up. All the other ones do and this should be no different!

here is the script. I get no errors the button just wont show up Line 281

 #pragma strict
  
 var Ammount : int[] = [0,0,0,0];
 var ItemTransform : Transform[];
 var NewTexture : Texture[];
 var AllTextures : Texture[];
 var InventoryGrid : int;
 var GridNumber : int;
 var AddingItems = false;
 var MouseTexture : Texture;
 var Change = false;
 var item : Texture;
 var ItemNumber : int;
 private var TextureNumber : int;
 private var PrevTexture : int;
 private var HotBarActive : int = 35;
 private var ItemID : String[] = ["Wood","Stone","Metal Ore","Iron"];
 private var Blank : Texture;
 private var Clicks : int;
 private var PrevNo : int;
 private var InventoryOn = false;
 private var JustClicked = false;
  
  
  
 function ADDTexture(ItemTexture : Texture)
 {
     item = ItemTexture;
     AddingItems = true;
 }
  
  
  
 function ADD(material : int)
     {
          material = ItemNumber;
        Ammount[material] +=1;
     }
  
  
     function OnGUI()
     {
     if(InventoryOn == true)
          {
          GUI.Label(Rect(Input.mousePosition.x - 25, Screen.height - Input.mousePosition.y - 25 ,100,50),MouseTexture);
  
          GUI.BeginGroup(new Rect(Screen.width / 2 - 400, Screen.height /2 - 300,800,600));
  
          if(GUI.Button(Rect(100,50,50,50),NewTexture[0]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 0;       
          }
          if(GUI.Button(Rect(150,50,50,50),NewTexture[1]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 1;       
          }
          if(GUI.Button(Rect(200,50,50,50),NewTexture[2]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 2;  
          }
          if(GUI.Button(Rect(250,50,50,50),NewTexture[3]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 3;  
          }
          if(GUI.Button(Rect(300,50,50,50),NewTexture[4]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 4;  
          }
          if(GUI.Button(Rect(350,50,50,50),NewTexture[5]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 5;  
          }
          if(GUI.Button(Rect(400,50,50,50),NewTexture[6]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 6;  
          }
          if(GUI.Button(Rect(100,100,50,50),NewTexture[7]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 7;  
          }
          if(GUI.Button(Rect(150,100,50,50),NewTexture[8]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 8;  
          }
          if(GUI.Button(Rect(200,100,50,50),NewTexture[9]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 9;  
          }
          if(GUI.Button(Rect(250,100,50,50),NewTexture[10]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 10; 
          }
          if(GUI.Button(Rect(300,100,50,50),NewTexture[11]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 11; 
          }
          if(GUI.Button(Rect(350,100,50,50),NewTexture[12]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 12; 
          }
          if(GUI.Button(Rect(400,100,50,50),NewTexture[13]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 13; 
          }
          if(GUI.Button(Rect(100,150,50,50),NewTexture[14]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 14; 
          }
          if(GUI.Button(Rect(150,150,50,50),NewTexture[15]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 15; 
          }
          if(GUI.Button(Rect(200,150,50,50),NewTexture[16]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 16; 
          }
          if(GUI.Button(Rect(250,150,50,50),NewTexture[17]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 17; 
          }
          if(GUI.Button(Rect(300,150,50,50),NewTexture[18]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 18; 
          }
          if(GUI.Button(Rect(350,150,50,50),NewTexture[19]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 19; 
          }
           if(GUI.Button(Rect(400,150,50,50),NewTexture[20]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 20; 
          }
          if(GUI.Button(Rect(100,200,50,50),NewTexture[21]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 21; 
          }
          if(GUI.Button(Rect(150,200,50,50),NewTexture[22]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 22; 
          }
          if(GUI.Button(Rect(200,200,50,50),NewTexture[23]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 23; 
          }
          if(GUI.Button(Rect(250,200,50,50),NewTexture[24]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 24; 
          }
          if(GUI.Button(Rect(300,200,50,50),NewTexture[25]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 25; 
          }
          if(GUI.Button(Rect(350,200,50,50),NewTexture[26]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 26; 
          }
          if(GUI.Button(Rect(400,200,50,50),NewTexture[27]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 27; 
          }
           if(GUI.Button(Rect(100,250,50,50),NewTexture[28]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 28; 
          }
          if(GUI.Button(Rect(150,250,50,50),NewTexture[29]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 29; 
          }
          if(GUI.Button(Rect(200,250,50,50),NewTexture[30]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 30; 
          }
          if(GUI.Button(Rect(250,250,50,50),NewTexture[31]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 31; 
          }
          if(GUI.Button(Rect(300,250,50,50),NewTexture[32]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 32; 
          }
          if(GUI.Button(Rect(350,250,50,50),NewTexture[33]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 33; 
          }
           if(GUI.Button(Rect(400,250,50,50),NewTexture[34]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 34; 
          }
  
           if(GUI.Button(Rect(400,350,50,50),NewTexture[40]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 40;
          }
  
           if(GUI.Button(Rect(450,350,50,50),NewTexture[41]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 41;
          }
  
           if(GUI.Button(Rect(500,350,50,50),NewTexture[42]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 42;
          }
          
          if(GUI.Button(Rect(900,550,80,30)," Craft Item"))
             {
                ItemName();
             }
  
               if(GUI.Button(Rect(600,350,50,50),NewTexture[43]))
               {
               if(MouseTexture == Blank)
               {
               if(NewTexture[43] !=Blank)
               {
               JustClicked = true;
               NewTexture[40] = Blank;
               NewTexture[41] = Blank;
               NewTexture[42] = Blank;
               }
          Change = true;
          Clicks += 1;
          GridNumber = 43;
          }
          }
                          
          Debug.Log(Clicks);
         
  
  
  
          GUI.EndGroup();
          }
          if(GUI.Button(Rect(100,550,65,65),NewTexture[35]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 35;
          }
          if(GUI.Button(Rect(165,550,65,65),NewTexture[36]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 36;
          }
          if(GUI.Button(Rect(230,550,65,65),NewTexture[37]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 37;
          }
          if(GUI.Button(Rect(295,550,65,65),NewTexture[38]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 38;
          }if(GUI.Button(Rect(360,550,65,65),NewTexture[39]))
          {
          Change = true;
          Clicks += 1;
          GridNumber = 39;
          }
     }
     
  
  
  
 function Update () 
        {
 
 //        if(NewTexture[40] == AllTextures[0] && NewTexture[41] == Blank && NewTexture[42] == AllTextures[0])
 //        {
 //        NewTexture[43] == AllTextures[3];
 //        }
          
          
  
        if(Input.GetKeyDown(KeyCode.Alpha1))
        {
        HotBarActive = 35;
        }
        if(Input.GetKeyDown(KeyCode.Alpha2))
        {
        HotBarActive = 36;
        }
        if(Input.GetKeyDown(KeyCode.Alpha3))
        {
        HotBarActive = 37;
        }
        if(Input.GetKeyDown(KeyCode.Alpha4))
        {
        HotBarActive = 38;
        }
        if(Input.GetKeyDown(KeyCode.Alpha5))
        {
        HotBarActive = 39;
        }
  
     if(NewTexture[HotBarActive] == AllTextures[TextureNumber])
     {
     PrevTexture = TextureNumber;
     ItemTransform[TextureNumber].active = true;
     }
  
     if(NewTexture[HotBarActive] != AllTextures[TextureNumber])
        {
        ItemTransform[PrevTexture].active = false;
        TextureNumber += 1;
        if(TextureNumber >= AllTextures.Length)
           {
           TextureNumber = 0;
           }
        }
  
 if(Input.GetKeyDown(KeyCode.Tab))
     {
     InventoryOn = !InventoryOn;
     }
     if(AddingItems == true)
        {
          if(NewTexture[InventoryGrid] == Blank)
                    {
                    NewTexture[InventoryGrid]=item;
                    AddingItems = false;
                    InventoryGrid = 0;
                    }
           else if(NewTexture[InventoryGrid] != Blank)
           {
           InventoryGrid += 1;
           }
        }
 
          
          
          if(Clicks == 0)
    {
    MouseTexture = Blank;
    }
    
                           if(Clicks == 1)
                         {
                         MouseTexture = NewTexture[GridNumber];
                         PrevNo = GridNumber;                                            
                         }
                        
                         if(Clicks == 2)
                         {
                         if(NewTexture[GridNumber] != Blank)
                         {
                         Clicks = 1;
                         }
                          if(NewTexture[GridNumber] == Blank)
                          {
                          
                         NewTexture[GridNumber] = MouseTexture;
                         NewTexture[PrevNo] = Blank;
                         Clicks = 0;
                         }
                     }
                 }
                 
 function ItemName()
 {
 if(Ammount[0] >=2 && Ammount[1] >=1)
 {
 Ammount[0]-=2;
 Ammount[1]-=1;     
 Ammount[2]+=1;
 }
 }
Comment
Add comment · Show 5
10 |3000 characters needed characters left characters exceeded
â–¼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Vonni · Apr 22, 2014 at 06:35 AM 0
Share

Try the code snippet by itself and see if it works.

avatar image NickP_2 · Apr 22, 2014 at 06:42 AM 0
Share

$$anonymous$$y phone almost crashed loading this page :D

$$anonymous$$aybe some button is overlapping it? Or maybe it would be out of your screen... As Vonni said, try the code on its own.

avatar image diggerjohn · Apr 22, 2014 at 01:31 PM 0
Share

The coordinates all seem to be ok. Double check your texture array. Perhaps you are missing one.

avatar image deltamish · Apr 22, 2014 at 01:34 PM 0
Share

Dont post the entire script. Just post a part of the script where you draw the Button that is GUI.Button

no none finds it appealing thus none will ever go through it

$$anonymous$$ake Sure You Run in play mode and in full screen mode

avatar image Ian-McCleary · Apr 23, 2014 at 02:08 AM 0
Share

Thank you for the input...Next time i will try to only post the selection of the script with the error.

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by PushkarSawant97 · Apr 22, 2014 at 09:02 AM

Doesn't show up as in the Editor or the actual game? GUI objects show up differently unlike other objects. Set the transform values to 0,0,0 and change in the GUI Texture, the values to the desired position on you screen IN PIXEL COORDINATES under the heading Pixel Inset. The W and H are width and height of you GUI image respectively whereas the X and Y are the pixel coordinates so bottom left would be 0,0 whereas top right would be 1920,1080 in a full HD screen resolution.

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
â–¼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Ian-McCleary · Apr 23, 2014 at 02:07 AM 0
Share

Turns out that 800 was off the screen....

avatar image PushkarSawant97 · Apr 25, 2014 at 01:37 PM 0
Share

So is you problem resolved?

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

25 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 avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Setting Scroll View Width GUILayout 1 Answer

What Am I Doing Wrong? Variable Names 3 Answers

Convert Timer to HH:MM:SS 1 Answer

Show "Score:5" on my screen, how? 1 Answer

Can someone help me fix my Javascript for Flickering Light? 6 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