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Question by slehmann101 · Jul 05, 2014 at 07:42 PM · guiinstantiatevariablereferenceguitexture

Creating GUITexture with a reference

I need to create a guitexture but maintain a reference to it, so that I can change the layer, position, size and the like. Currently I am trying to do this with the following code:

 GUITexture g =(GUITexture)GUITexture.Instantiate(live,new Vector3(xStart+spacing*i,yStart),Quaternion.identity);

However this creates the following error:

InvalidCastException: Cannot cast from source type to destination type. Lives.Start () (at Assets/Scripts/Lives.cs:19)

It is important to note that when the section of code is changed to just:

 GUITexture.Instantiate(live,new Vector3(xStart+spacing*i,yStart),Quaternion.identity);

It correctly creates a GUItexture, but there is no reference, meaning I can not do what I need to.

What is the correct way to create a GUItexture, and store it in a variable?

If you need more information please do not hesitate to ask. Thank you for your help.

I am running windows 8.1, on unity 4.5of6, in a 2d project.

SOLUTION:

The solution to my issue was to save it into a variable as a game object, but to also access the GUITexture via getComponent().

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Answer by aldonaletto · Jul 05, 2014 at 07:50 PM

It's C#, thus you must cast the type (see the end of this line):

 GUITexture g = Instantiate(live, new Vector3(xStart+spacing*i,yStart),Quaternion.identity) as GUITexture;

or

 GUITexture g = (GUITexture)Instantiate(live, new Vector3(xStart+spacing*i,yStart),Quaternion.identity);

Instantiate returns type Object, not GUITexture. JS handles this for you, but C# doesn't - the C# compiler complains about everything it can.

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avatar image slehmann101 · Jul 06, 2014 at 12:22 AM 0
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I would like to apologize, I posted the code and error from an old version of my project, in which I had indeed forgotten to cast. I am sorry for wasting your time, but I have updated my question to ask what I truly meant to. Thank you for your help.

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