| 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 apply alpha blending when drawing the image (enabled by default). | 
| 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 ExampleClass : 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); } }