GUI.DrawTexture

static function DrawTexture (position : Rect, image : Texture, scaleMode : ScaleMode = ScaleMode.StretchToFill, alphaBlend : boolean = true, imageAspect : float = 0) : void

Parameters

NameDescription
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.

Description

Draw a texture within a rectangle.

See Also: GUI.color, GUI.contentColor.

JavaScript
    // 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)