position | Rectangle on the screen to use for the group. |
text | Text to display on the group. |
image | Texture to display on the group. |
content | Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. |
style | The style to use for the background. |
Begin a group. Must be matched with a call to EndGroup.
When you begin a group, the coordinate system for GUI controls are set so (0,0) is the top-left corner of the group. All controls are clipped to the group.
Groups can be nested - if they are, children are clipped to their parents.
This is very useful when moving a bunch of GUI elements around on screen. A common use case is designing your menus to fit on a specific screen size, then centering the GUI on larger displays.
See Also: matrix, BeginScrollView.
#pragma strict function OnGUI() { // Constrain all drawing to be within a 800x600 pixel area centered on the screen. GUI.BeginGroup(new Rect(Screen.width / 2 - 400, Screen.height / 2 - 300, 800, 600)); // Notice how (0,0) has now been moved on-screen GUI.Box(new Rect(0, 0, 800, 600), "This box is now centered! - here you would put your main menu"); // We need to match all BeginGroup calls with an EndGroup GUI.EndGroup(); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void OnGUI() { // Constrain all drawing to be within a 800x600 pixel area centered on the screen. GUI.BeginGroup(new Rect(Screen.width / 2 - 400, Screen.height / 2 - 300, 800, 600));
// Draw a box in the new coordinate space defined by the BeginGroup. // Notice how (0,0) has now been moved on-screen GUI.Box(new Rect(0, 0, 800, 600), "This box is now centered! - here you would put your main menu");
// We need to match all BeginGroup calls with an EndGroup GUI.EndGroup(); } }