can anyone assign the var guiskin to the script bellow,and apply it to the gui boxes?
//import UnityEngine;
//import System.Collections;
class ADVANCEDMAINMENU extends MonoBehaviour {
private var showOptions : boolean= false;
var shadowDrawDistance : float;
var ResX : int;
var ResY : int;
var Fullscreen : boolean;
// Use this for initialization
function Start () : void {
showOptions = false;
}
// Update is called once per frame
function Update () : void {
}
function OnGUI () : void {
if(GUI.Button(new Rect(500, 100, 300, 100), “Start Game”)) {
Application.LoadLevel(1);
}
if(GUI.Button(new Rect(500, 210, 300, 100), “Quit Game”)) {
Application.Quit();
}
if(GUI.Button(new Rect(500, 320, 300, 100), “Options Menu”)) {
showOptions = true;
}
if(showOptions == true) {
//INCREASE QUALITY PRESET
if(GUI.Button(new Rect(810, 100, 300, 100), “Increase Quality”)) {
QualitySettings.IncreaseLevel();
Debug.Log (“Increased quality”);
}
//DECREASE QUALITY PRESET
if(GUI.Button(new Rect(810, 210, 300, 100), “Decrease Quality”)) {
QualitySettings.DecreaseLevel();
Debug.Log (“Decreased quality”);
}
//0 X AA SETTINGS
if(GUI.Button(new Rect(810, 320, 65, 100), “No AA”)) {
QualitySettings.antiAliasing = 0;
Debug.Log (“0 AA”);
}
//2 X AA SETTINGS
if(GUI.Button(new Rect(879, 320, 65, 100), “2x AA”)) {
QualitySettings.antiAliasing = 2;
Debug.Log (“2 x AA”);
}
//4 X AA SETTINGS
if(GUI.Button(new Rect(954, 320, 65, 100), “4x AA”)) {
QualitySettings.antiAliasing = 4;
Debug.Log (“4 x AA”);
}
//8 x AA SETTINGS
if(GUI.Button(new Rect(1028, 320, 65, 100), “8x AA”)) {
QualitySettings.antiAliasing = 8;
Debug.Log (“8 x AA”);
}
//TRIPLE BUFFERING SETTINGS
if(GUI.Button(new Rect(810, 430, 140, 100), “Triple Buffering On”)) {
QualitySettings.maxQueuedFrames = 3;
Debug.Log (“Triple buffering on”);
}
if(GUI.Button(new Rect(955, 430, 140, 100), “Triple Buffering Off”)) {
QualitySettings.maxQueuedFrames = 0;
Debug.Log (“Triple buffering off”);
}
//ANISOTROPIC FILTERING SETTINGS
if(GUI.Button(new Rect(190, 100, 300, 100), “Anisotropic Filtering On”)) {
QualitySettings.anisotropicFiltering = AnisotropicFiltering.ForceEnable;
Debug.Log (“Force enable anisotropic filtering!”);
}
if(GUI.Button(new Rect(190, 210, 300, 100), “Anisotropic Filtering Off”)) {
QualitySettings.anisotropicFiltering = AnisotropicFiltering.Disable;
Debug.Log (“Disable anisotropic filtering!”);
}
//RESOLUTION SETTINGS
//60Hz
if(GUI.Button(new Rect(190, 320, 300, 100), “60Hz”)) {
Screen.SetResolution(ResX, ResY, Fullscreen, 60);
Debug.Log (“60Hz”);
}
//120Hz
if(GUI.Button(new Rect(190, 430, 300, 100), “120Hz”)) {
Screen.SetResolution(ResX, ResY, Fullscreen, 120);
Debug.Log (“120Hz”);
}
//1080p
if(GUI.Button(new Rect(500, 430, 93, 100), “1080p”)) {
Screen.SetResolution(1920, 1080, Fullscreen);
ResX = 1920;
ResY = 1080;
Debug.Log (“1080p”);
}
//720p
if(GUI.Button(new Rect(596, 430, 93, 100), “720p”)) {
Screen.SetResolution(1280, 720, Fullscreen);
ResX = 1280;
ResY = 720;
Debug.Log (“720p”);
}
//480p
if(GUI.Button(new Rect(692, 430, 93, 100), “480p”)) {
Screen.SetResolution(640, 480, Fullscreen);
ResX = 640;
ResY = 480;
Debug.Log (“480p”);
}
if(GUI.Button(new Rect(500, 0, 140, 100), “Vsync On”)) {
QualitySettings.vSyncCount = 1;
}
if(GUI.Button(new Rect(645, 0, 140, 100), “Vsync Off”)) {
QualitySettings.vSyncCount = 0;
}
}
}
}