Name | Description |
---|---|
position | Rectangle on the screen to draw the texture within. |
image | Texture to display. |
scaleMode | How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. |
alphaBlend | Whether to alpha blend the image on to the display (the default). If false, the picture is drawn on to the display. |
imageAspect | Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height. |
Draw a texture within a rectangle.
See Also: GUI.color, GUI.contentColor
// Draws a texture in the left corner of the screen.
// The texture is drawn in a window 60x60 pixels.
// The source texture is given an aspect ratio of 10x1
// and scaled to fit in the 60x60 rectangle. Because
// the aspect ratio is preserved, the texture will fit
// inside a 60x10 pixel area of the screen rectangle.
var aTexture : Texture;
function OnGUI() {
if(!aTexture){
Debug.LogError("Assign a Texture in the inspector.");
return;
}
GUI.DrawTexture(Rect(10,10,60,60), aTexture, ScaleMode.ScaleToFit, true, 10.0f);
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public Texture aTexture;
void OnGUI() {
if (!aTexture) {
Debug.LogError("Assign a Texture in the inspector.");
return;
}
GUI.DrawTexture(new Rect(10, 10, 60, 60), aTexture, ScaleMode.ScaleToFit, true, 10.0F);
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
public aTexture as Texture
def OnGUI():
if not aTexture:
Debug.LogError('Assign a Texture in the inspector.')
return
GUI.DrawTexture(Rect(10, 10, 60, 60), aTexture, ScaleMode.ScaleToFit, true, 10.0F)