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Question by squeakywafflez · Jul 27, 2014 at 09:17 PM · guierrorongui

[Solved] GUI Error?

 #pragma strict
 
 var inspect_object_text_1 : GameObject;
 var inspect_sound1 : AudioClip;
 
 private var canHover : boolean = false;
 private var inspect_1 : boolean = false;
 
 function Update()
 {
     var fwd = transform.TransformDirection(Vector3.forward); 
     var hit : RaycastHit; 
     
     if (Physics.Raycast(transform.position, fwd, hit))
     {
         if(hit.distance <= 5.0 && hit.collider.gameObject.tag == "clock") 
         {
             canHover = true;
             
             if(Input.GetKeyDown("e")) 
             {
                 audio.PlayOneShot(inspect_sound1);
                 GUI.Box(Rect(Screen.width / 2 - 100, Screen.height / 2 - 100, 150, 20), "urafgt");
                 inspect_1 = true;
                 //Do something! 
             }
         }
   
         else
         {
             canHover = false;
         }
       }
 }
 
 function OnGUI()
 {
     if(canHover == true)
     {
         GUI.Box(Rect(Screen.width / 2 - 100, Screen.height / 2 - 100, 150, 20), "Press 'E' To Inspect");
     }
     if(inspect_1 == true)
     {
         GUI.Label(new Rect(Screen.width/2 - 75, Screen.height - 100, 150, 30), "locked.");
     }
 }

So I have this script, which I stick on a camera, and I am attempting to 'inspect' a clock. I have a variable 'inspect_1' which is a boolean, and when the raycast is true, and the player is close enough, and you press 'e', 'inspect_1' becomes true. at the bottom, when 'inspect_1' is true, I have it show a GUI of the text I want to appear. When I press E I get an error that reads,

ArgumentException: You can only call GUI functions from inside OnGUI.

UnityEngine.GUIUtility.CheckOnGUI () (at C:/BuildAgent/work/aeedb04a1292f85a/artifacts/EditorGenerated/GUIUtility.cs:229) UnityEngine.GUI.Box (Rect position, UnityEngine.GUIContent content, UnityEngine.GUIStyle style) (at C:/BuildAgent/work/aeedb04a1292f85a/artifacts/EditorGenerated/GUI.cs:373) UnityEngine.GUI.Box (Rect position, System.String text) (at C:/BuildAgent/work/aeedb04a1292f85a/artifacts/EditorGenerated/GUI.cs:366) Inspect.Update () (at Assets/Standard Assets/Scripts/Camera Scripts/Inspect.js:23) What can I do about this?
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Answer by tanoshimi · Jul 27, 2014 at 09:23 PM

You need to remove line 23 which is attempting to use GUI in the Update() method:

 GUI.Box(Rect(Screen.width / 2 - 100, Screen.height / 2 - 100, 150, 20), "urafgt");
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avatar image squeakywafflez · Jul 27, 2014 at 09:47 PM 0
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-_- Okay, but that line is obviously important.. How would I get it to display the text I want when I press E then..? Edit: I didn't even see that line there I thought you mean the part I was talking about, at the bottom

avatar image Hullu · Jul 27, 2014 at 11:12 PM 0
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$$anonymous$$ove it to OnGUI() and use boolean for example:

 if(inspect_1)
 GUI.Box(Rect(Screen.width / 2 - 100, Screen.height / 2 - 100, 150, 20), "urafgt");
avatar image squeakywafflez · Jul 28, 2014 at 01:49 AM 0
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It is in OnGui, isn't it? I'm pretty sure it is. edit: I'm talking about the bottom part of the script where it says 'locked'. The part in the middle was there by accident. $$anonymous$$y apoligies!

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