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Question by Mackan66 · Nov 27, 2014 at 04:57 PM · gui.label

How do i place the GUI so it looks like a inventory?

 for(var z = 0; z < MainInventory.Count; z++)
 {
             if(GUI.Button(Rect(Screen.width/2, Screen.height/2 + (50 * z), 50, 50), GUIContent(MainInventory[z].Icon, MainInventory[z].Name + "\n" + "Sell for " + MainInventory[z].Value + " coins")))
             {
                 Coins += MainInventory[z].Value;
                 MainInventory.RemoveAt(z);
             }
             GUI.Label(Rect(Screen.width/2 + 150, Screen.height/2 + (50 * z), 300, 300), GUI.tooltip);
 }

Looks like this:

[Item]

[Item]

[Item]

I want it to be like this:

[Item] [Item] [Item]

[Item] [Item] [Item]

[Item] [Item] [Item]

[Item] [Item] [Item]

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avatar image Kiwasi · Nov 28, 2014 at 07:44 PM 0
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Before you get to far down the OnGUI track consider updating to the latest release of Unity (4.6). The new UI is graphical, and may make some of your work easier.

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Answer by fafase · Nov 28, 2014 at 07:48 PM

Do yourself a favor:

http://docs.unity3d.com/460/Documentation/Manual/script-GridLayoutGroup.html

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Answer by YoungDeveloper · Nov 27, 2014 at 04:58 PM

Very optimized solution.

 using UnityEngine;
 
 public class Example : MonoBehaviour {
     
     private byte WIDTH = 3;
     private byte HEIGHT = 5;
     
     private byte render_h = 0;
     private byte render_w = 0;
     
     private Rect slot = new Rect(0,0,32,32);
 
     private void OnGUI(){    
         render_h = 0;
         slot.y = 0;
         
         for(; render_h < HEIGHT; render_h++){
             render_w = 0;
 
             for(; render_w < WIDTH; render_w++){
                 GUI.Box(slot, string.Empty);
                 
                 slot.x += slot.width;
             }
             slot.x = 0;
             slot.y += slot.height;
 
         }
     }
 }
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avatar image Mackan66 · Nov 28, 2014 at 06:51 PM 0
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Thanks alot!

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