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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;
}
}
$$anonymous$$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.
The coordinates all seem to be ok. Double check your texture array. Perhaps you are missing one.
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
Thank you for the input...Next time i will try to only post the selection of the script with the error.
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.
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