Scroll view using Mesh

How to make a scroll view like GUI Scroll view GUI.BeginScrollView using mesh ?

For example in GUI Scroll view we can scroll the other GUI components. How to do same thing using thing to scroll other objects like plane, Quad ?

A simple way is to use 3 planes. One fixed plane covering the top of the screen, one fixed plane covering the bottom of the screen and one in the middle. Place the middle one a little bit behind the 2 others. This plane will be the scrollable mesh. To scroll it, use an empty fixed gameobject with a collider on it with a script like so:

public Transform ScrollingObject; // Put the middle plane in the inspector in here

private void Update()
{
    // Cast a raycast to detect if your mouse is over the empty fixed GameObject collider with Physics.Raycast and Camera.ScreenPointToRay(Input.mousePosition)
  
  _scrollPos += Input.GetAxis("Mouse ScrollWheel") * Speed;

  _scrollPos = Mathf.Clamp(_scrollPos, MinPositionToScroll, MaxPositionToScroll);

  ScrollingObject.position = new Vector3(0f, _scrollPos, ScrollingObject.position.z);

}

That is just an idea. I wrote it on the fly. I know the idea is working because I used it recently in my last Game. Unfortunately, with this idea, you need to cover all the top and the bottom of the screen, ifnot you see the middle scrollable plane behind the top and bottom plan and it is ugly.

I got solution .

Use This scripts in ScrollButton (Mesh)

Script

	using UnityEngine;
    using System.Collections;

   public class ScrollController : MonoBehaviour 

   {
public GameObject       go_scrollContentObj;

public Camera           scrollViewCam;

private float           mouseXpos;

private float           mouseYpos;

private float           scrollPos ;

public float           mouseScrollPos = -2.5f ;

public  float           scrollViewSpeed = 3f;

public  float            maxScrollHeight= 1.5f;

public  float            minScrollHeight= -1.5f;


private Vector3            screenPoint;

private Vector3            offset;

private Vector3            scrollScreenPoint;

private Vector3            scrollOffset;




private float           screenHeight;

private float           screenWidth;


private bool            boolMouseDrag;

private bool            boolMouseDown;

public Vector3             mousePosInScreen;

void Start()
{
	transform.position =new Vector3 (transform.position.x,maxScrollHeight - transform.position.x,transform.position.z);// scrollButtonStartPosition;
}

void OnMouseDown()
{
	boolMouseDown  = true;  
	
	screenPoint = Camera.main.WorldToScreenPoint(transform.position );
	
	offset = transform.position - Camera.main.ScreenToWorldPoint(new Vector3(screenPoint.x, Input.mousePosition.y, screenPoint.z));//new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z));
}

void Update()
{
	screenHeight = Screen.height;
	screenWidth = Screen.width;
	
	
	mousePosInScreen =scrollViewCam.ScreenToViewportPoint(Input.mousePosition) ;

	if( transform.position .y >= maxScrollHeight )
	{
		transform.position = new Vector3 (transform.position.x,maxScrollHeight - 0.01f,transform.position.z);   
	}
	else if( transform.position .y <= minScrollHeight )
	{
		transform.position = new Vector3 (transform.position.x,minScrollHeight + 0.01f,transform.position.z);   
	}
	go_scrollContentObj.transform.position = new Vector3(go_scrollContentObj.transform.position.x,-transform.position.y * scrollViewSpeed ,go_scrollContentObj.transform.position.z);
	
	

	
	scrollPos = Mathf.Clamp (scrollPos, minScrollHeight  ,maxScrollHeight  );
	if( mousePosInScreen.x >= 0 &&  mousePosInScreen.x  <= 1 &&  mousePosInScreen.y >=0 &&  mousePosInScreen.y <= 1)
	{
		
		if(boolMouseDown == false && boolMouseDrag == false )
		{
			mouseScrollPos = transform.position.y;
			mouseScrollPos =mouseScrollPos + Input.GetAxis("Mouse ScrollWheel");
			mouseScrollPos = Mathf.Clamp (mouseScrollPos, minScrollHeight  ,maxScrollHeight  );
			transform.position = new Vector3 (transform.position.x ,mouseScrollPos ,transform.position.z);
		}
	}
	
	if(Input.GetMouseButtonUp(0))
	{
		boolMouseDown = false;
		boolMouseDrag =false;
		
	}
	
}


     void OnMouseDrag()
     {
	boolMouseDrag = true;
	
	Vector3 curScreenPoint = new Vector3(screenPoint.x, Input.mousePosition.y, screenPoint.z);//
	Vector3 curPosition = Camera.main.ScreenToWorldPoint(curScreenPoint) + offset;
	transform.position = curPosition;

    }
}

I developed this code from Crazydadz’s idea