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.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)); // 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 (); }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { void OnGUI() { GUI.BeginGroup(new Rect(Screen.width / 2 - 400, Screen.height / 2 - 300, 800, 600)); GUI.Box(new Rect(0, 0, 800, 600), "This box is now centered! - here you would put your main menu"); GUI.EndGroup(); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): def OnGUI() as void: GUI.BeginGroup(Rect(((Screen.width / 2) - 400), ((Screen.height / 2) - 300), 800, 600)) GUI.Box(Rect(0, 0, 800, 600), 'This box is now centered! - here you would put your main menu') GUI.EndGroup()