Sign in to follow this  

Unity Windows in Unity

Recommended Posts

I'm trying to find a way of opening some windows with some info by pressing a button.

I have a loop that looks like this:

  if (System.SystemSize >= 5)
            scrollPosition = GUI.BeginScrollView(new Rect(5, 100 + GUIPlanetPosition, 225, 400), scrollPosition, new Rect(0, 0, 50, 750));
            for (int i = 0; i < System.SystemSize; i++)
                GUI.Button(new Rect(25, 100 + GUIPlanetPosition, 175, 40), Planet[i].PlanetName); // Press to show info in new window, each button shows different info
                GUIPlanetPosition = GUIPlanetPosition + 50;

My question is if anyone knows of a way to do this in Unity. As far as I can tell, even if I manage to draw a new window, it would draw for 'i' times, so what could I use in this case?

Share this post

Link to post
Share on other sites

Since (4.6ish?) Unity has a new UI system, based less on code and more on the scene editor. There are a lot of different UI elements that can be put on a canvas that renders over the screen, and these could be set to enable/disable with a script.


UI component tutorials:

Edited by SpikeViper

Share this post

Link to post
Share on other sites

My question is if anyone knows of a way to do this in Unity. As far as I can tell, even if I manage to draw a new window, it would draw for 'i' times, so what could I use in this case?

Yes, don't use that system.


The old UI system was somewhat confusing to use and difficult to use well. It was designed with a different mindset from what most people thought about in a UI. It assumed the people using the UI system had a background in using lightweight self-processed UI elements rather than the event-driven model so many people prefer. It had many potentially-confusing quirks such as updating at least every video frame rather than updating every simulator update (those are generally different rates), and updating multiple times based on events being triggered (such as many mouse movements detected during a single graphics frame).  Trying to explain to someone why their UI code was called a seemingly random number of times over a different duration was often done poorly. Couple that with people not writing code that worked well with the UI system's design, treating it like an update and event-driven system and less like a self-processed probe, and the end result was that very few people used their old UI system well and they decided to rewrite it.


The rewritten UI system (linked in the post above) is in my view less elegant and more bloated internally, but externally it is easier for people to use in their more familiar model.  It takes more internal processing work, but most developers don't seem to mind in favor of more friendly development.

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Announcements

  • Forum Statistics

    • Total Topics
    • Total Posts
  • Similar Content

    • By abarnes
      I am a game development student in my second year of a three year program and I would like to start building my portfolio. I was thinking of creating some games to show what I can do to potential employers since I wont have any work related experience when I graduate. But as I'm sure you all know there are tons of ways to approach developing/designing a game and I'm curious if anyone had any insight as to any "standards" that come with this? Is it okay to use game engines like Unity, Unreal, Game Maker etc? Or would it be better to make a game from scratch to better show case your skills? Any and all advice will be greatly appreciated!
    • By Hilster
      Hello 2D Artists,
      I've started making a 2D Puzzle Adventure game for mobile and I'm looking for someone who would want in on creating assets for the game. The core of the programming is pretty much complete, you can walk within the grid laid out and push boxes, when there is an object on top of a pressure pad it will activate the linked objects or if there is one object with multiple linked pressure pads it requires you to activate all points for the object to become active. 

      The level iteration for the game is quick and simple, a Photoshop file that is made of individual pixels that represents objects is put into the game and it creates the level out of those pixels with the assigned objects.
      The objects that need sprites created so far is the character, box, pressure pad, door, trap door, the walls, the stairs and the tiled background.
      I intend to add more objects so the amount I'd like to add will be extended.
      My motivations for posting here is to have something that looks nice to be able to display on my portfolio, so if you're looking for a working game that you can place your art into and improve the look of your portfolio then we're in business.
      Please reply with a few past examples of your art below and I'll be in touch!
    • By thefollower
      I have set up my TcpClient to connect to my server and that works fine. But i am a bit confused how i read messages from the network stream with it continuously running via async, without ever closing the connection ?
      My TcpClient Manager class has:
      public async Task<bool> Connect(string address, int port) { try { await _tcpClient.ConnectAsync(address, port); IsConnected = true; return true; } catch(Exception e) { Debug.Log(e); return false; } } public async Task<int> Read(byte[] readBuffer) { if (!IsConnected) return -1; using (var networkStream = _tcpClient.GetStream()) { try { var bytesRead = await networkStream.ReadAsync(readBuffer, 0, readBuffer.Length); return bytesRead; } catch (Exception e) { Debug.Log(e); IsConnected = false; return -1; } } }  
      So i thought to just run a co-routine and call Read constantly to get the most recent message, but that doesn't make much sense to me since a co-routine would be blocked with the await. How is this actually done? The MS Docs don't have very good Async examples with the TcpClient class so i don't know fully get how to keep calling Read correctly.
    • By NUITGaming
      Landscaping back ground maid in Unreal 4.18
  • Popular Now