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GUI.skin

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public static var skin: GUISkin;
public static GUISkin skin;
public static skin as GUISkin

Description

The global skin to use.

You can set this at any point to change the look of your GUI. If you set it to null, the skin will revert to the default Unity skin.

	// Press space to change between added GUI skins.
	
	var s1 : GUISkin[];
	
	private var hSliderValue : float = 0.0;
	private var vSliderValue : float = 0.0;
	private var hSValue : float = 0.0;
	private var vSValue : float = 0.0;
	private var cont : int = 0;
	
	function Update() { 
		if(Input.GetKeyDown(KeyCode.Space))
			cont++;
	}
	function OnGUI() {
		GUI.skin = s1[cont%s1.Length];
		if(s1.Length == 0){
			Debug.LogError("Assign at least 1 skin on the array");
			return;
		}
		GUI.Label (Rect (10, 10, 100, 20), "Hello World!");
		GUI.Box(Rect(10, 50, 50, 50), "A BOX");
		if (GUI.Button(Rect(10,110,70,30), "A button"))
			Debug.Log("Button has been pressed");
		hSliderValue = GUI.HorizontalSlider (Rect (10, 150, 100, 30), hSliderValue, 0.0, 10.0);
		vSliderValue = GUI.VerticalSlider (Rect (10, 170, 100, 30), vSliderValue, 10.0, 0.0);
		hSValue = GUI.HorizontalScrollbar (Rect (10, 210, 100, 30), hSValue, 1.0, 0.0, 10.0);
		vSValue = GUI.VerticalScrollbar (Rect (10, 230, 100, 30), vSValue, 1.0, 10.0, 0.0);
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public GUISkin[] s1;
    private float hSliderValue = 0.0F;
    private float vSliderValue = 0.0F;
    private float hSValue = 0.0F;
    private float vSValue = 0.0F;
    private int cont = 0;
    void Update() {
        if (Input.GetKeyDown(KeyCode.Space))
            cont++;
        
    }
    void OnGUI() {
        GUI.skin = s1[cont % s1.Length];
        if (s1.Length == 0) {
            Debug.LogError("Assign at least 1 skin on the array");
            return;
        }
        GUI.Label(new Rect(10, 10, 100, 20), "Hello World!");
        GUI.Box(new Rect(10, 50, 50, 50), "A BOX");
        if (GUI.Button(new Rect(10, 110, 70, 30), "A button"))
            Debug.Log("Button has been pressed");
        
        hSliderValue = GUI.HorizontalSlider(new Rect(10, 150, 100, 30), hSliderValue, 0.0F, 10.0F);
        vSliderValue = GUI.VerticalSlider(new Rect(10, 170, 100, 30), vSliderValue, 10.0F, 0.0F);
        hSValue = GUI.HorizontalScrollbar(new Rect(10, 210, 100, 30), hSValue, 1.0F, 0.0F, 10.0F);
        vSValue = GUI.VerticalScrollbar(new Rect(10, 230, 100, 30), vSValue, 1.0F, 10.0F, 0.0F);
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public s1 as (GUISkin)

	private hSliderValue as float = 0.0F

	private vSliderValue as float = 0.0F

	private hSValue as float = 0.0F

	private vSValue as float = 0.0F

	private cont as int = 0

	def Update() as void:
		if Input.GetKeyDown(KeyCode.Space):
			cont++

	def OnGUI() as void:
		GUI.skin = s1[(cont % s1.Length)]
		if s1.Length == 0:
			Debug.LogError('Assign at least 1 skin on the array')
			return
		GUI.Label(Rect(10, 10, 100, 20), 'Hello World!')
		GUI.Box(Rect(10, 50, 50, 50), 'A BOX')
		if GUI.Button(Rect(10, 110, 70, 30), 'A button'):
			Debug.Log('Button has been pressed')
		hSliderValue = GUI.HorizontalSlider(Rect(10, 150, 100, 30), hSliderValue, 0.0F, 10.0F)
		vSliderValue = GUI.VerticalSlider(Rect(10, 170, 100, 30), vSliderValue, 10.0F, 0.0F)
		hSValue = GUI.HorizontalScrollbar(Rect(10, 210, 100, 30), hSValue, 1.0F, 0.0F, 10.0F)
		vSValue = GUI.VerticalScrollbar(Rect(10, 230, 100, 30), vSValue, 1.0F, 10.0F, 0.0F)