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Question by Noam · Jan 02, 2011 at 02:54 PM · guigraphicsdrawmesh

Graphics.DrawMeshNow on top of gui elements

Hi,

Consider the following code on a gameobject with a cube attached to it, but the renderer is disabled. The purpose of this code is to just display the cube.

void OnGUI()
{
    if (Event.current.type == EventType.repaint)
    {
        GetComponent<MeshRenderer>().material.SetPass(0);
        Graphics.DrawMeshNow(GetComponent<MeshFilter>().sharedMesh,
            Matrix4x4.identity);
    }
}

This code doesn't display anything. It does display the cube if the filtered event type is EventType.layout. However, if I use that event, GUI elements (buttons, labels etc) will get rendered on top of me, which is not what I aim to achieve.

I tried using camera.current.transform and the similar functions do get this to work, but couldn't.

Is there a way to have Graphics.DrawMeshNow render things to the screen after (or during) the GUI repaint process?

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Answer by magnuskoch · Apr 11, 2013 at 10:29 PM

Even though your question is old, I´m leaving some input for other people struggling with this.

As far as i can see, Graphics.DrawMeshNow can only be called from the OnPostRender function of a script attached to a camera,

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