How to make GUI resolution independent?

I will soon hit the problem… checking GUI elements, I just positioned a GUIText on the scene and noticed that the only offset possible in the screen is measured in pixels.
Shouldn’t I have the chance to declare it in percent, so that when screen is resized the position is moved accordingly?
Or how does this works?

Also, with ANY material I try to add to this element the text gets lost and it only displays the material on the mesh without any transparency. How does this works?

Bump…

I cannot dig up my code as I am at work right now but look into “GUI.matrix = Matrix4x4.TRS(t,r,s)”.

http://forum.unity3d.com/threads/7098-GUI.matrix

http://forum.unity3d.com/threads/6954-video-intro?p=53105#post53105

Thank you very much, man!
But I was thinking that I’ll just work it for the 480x320 resolution and later release a version for iPad and iPhone4, what do you think?

And what about: with ANY material I try to add to this element the text gets lost and it only displays the material on the mesh without any transparency. How does this works?

I can’t find documentation on how to use materials on GUIText… anyone knows how?

The material in question is a special font material with the characters laid out. Do you need to change the material specifically? You can change fonts by setting the font property to any imported font and change the colour with code like:-

guiText.material.color = Color.red;