Sweet GUI problems

Hi
I made lot of images in photoshop and I use them with GUI.Drawtexture and for size I use Screen.weigth and Screen.height.The image is going trought all the window even when I scale it.But the problem comes when I try using GUI.Label or button,better label cuz I dont need it for clicking…I drawn some images that contain only text but it has some effects.soo by trying to use them I set it like image.width and image.height for size and position by changing those 2 paramaters.I play the game to set up the positions soo the text updates all the time soo I dont need to play and stop again and again and…soo I set the letters in right position and size with window option turned on “Maximize on Play” and everything looks really great and like it should but if I try to change the size of the window that part remains the same,it’s the same size and position and I understand that I didnt gave to him any paramaters to rescale acording the window but I dont know how.I tried to use GUI.DrawTexture but that is rescaling but it’s not the right size or position.
Is there any way of solving my problem,maybe unite DrawTexture with Label…
I am asking cuz I have lot of names and the would be like scrolling but trought 5 buttons/labels…
Also bonus questions,if I add 3D model in from of camera with GUI on will I be able to see the object?
Cuz I left a window that has transparent pixels in photoshop soo it should work…
Also I want you to help me with this code cuz everything works but when I rotate camera to some side a bit the movement is still looking as before not going acording camera soo if I rotate the camera for 180 degrees left becomes right and forward becomes back to what camera sees,it’s like the camera is looking at character not in front of it…
it should be easy fix…

function Update () {
transform.localRotation = Quaternion.identity;
var Forward = Input.GetKey("up")||Input.GetKey("w");
var Backward = Input.GetKey("down")||Input.GetKey("s");
var GoLeft = Input.GetKey("left")||Input.GetKey("a");
var GoRight = Input.GetKey("right")||Input.GetKey("d");
if(Forward){
gameObject.transform.Translate(Vector3(0,0,1* Time.deltaTime));
print("move forward");
}
if(Backward){
gameObject.transform.Translate(Vector3(0,0,-1* Time.deltaTime));
print("Move backwards");
}
if(GoLeft){
gameObject.transform.Translate(Vector3(-1 * Time.deltaTime,0,0));
print ("going left");
}
if(GoRight){
gameObject.transform.Translate(Vector3(1*Time.deltaTime,0,0));
print("going right");
}

}

Btw I am having some trouble setting up particles effects that look like cartoon/anime and it’s suppose to be tornado,I can make it similar but it’s lacking quality,cuz I want it to look very much as anime,also how can I center those to character,soo it goes around character?

Btw what would be the best way of starting a level…I thought to show the stadium by animating camera to go around it and show some stuff…

Thanks :smile:

bump!!!
Need help!

Bump,I really need your help!

Is there anyone that will attemp this chalenge,which is solving some scripting problems :slight_smile:
Please help!!

theres alot your asking here for, I’d suggest posting single questions at a time. Going over what you’ve written the best thig i can suggest is to learn about GUISkins.

Also i’m not sure if this is what you want but if you do something like

GUI.Button(rect, GUIContent.none, GUIStyle.none)

it will be invisible.

Thanks,I can put that in use at some places :slight_smile:
Still I am in a hurry cuz I wont be able to go online for a while after today soo I posted all ma questions in one tread soo I can get answers…faster.
Do you know how to make an object pointing horizontaly acording the ground polygons?
I thought of ray or get the rotation of character polys and surface,like hit polys and character polys must be pointing verticaly…
And also is there a way of making “custom” particle effects,like tornado or waterfall,or maybe just some air going around the character?
Like in dragonball games just in our case it’s going around the beyblades…
Btw what about glow,it would be nice feature to beyblade attacks or collisions…

Haha, lots of ideas.

not sure what you mean on the pointing horizontally. Tell me what your trying to accomplish in whole. Like are you going for a arrow sticking out of the ground? Using Physics.Raycast to get a RaycastHit struct will give you the normal of the hit if any occured which you could use to orient something as its like the direction outward of the surface the ray hit.

Particles:
http://unity3d.com/support/documentation/Manual/Particle%20Systems.html a quick search over youtube got this: http://www.youtube.com/watch?v=L25UfDHqPVA

Glow i think you would need unity pro to truely accomplish. But you can look into LensFlares: Unity - Manual: Lens Flare component

Thanks :slight_smile:
I want to create a beyblade game where you can freely do all sorts of attacks/specials…with beyblade(these will be all animations),soo I want to make in the game when the beyblade falls onto the stadium/ground which isnt flat surface to pretend to be like a “real thing”,it’s like when you got human character klimbing a hill,when he goes up human bends himself forward soo he could easily go up and the same when he goes down…
Or there is another idea of beyblade allways looking/or pointing at some area in the middle a bit higher than the stadium/ground which looks like a empty bowl cutted in half…there is other types too.
And I would like to make the beyblade jump in air a bit when you fly off the edge but he would need to move slowly towards center soo you dont fall out cuz you would lose then.Maybe if we add force or gravity.
Nice feature would be climbing walls,trees,fences…
And I would like to make sparks for collsions,like when collide hit the sparks flew out,sometimes beyblades stay collided and there is particles flying out all the time…also it would be sweet if beyblades jump a bit back if they collide with a big speed :slight_smile:
There is lot of interesting ideas and I hope we will make all this nice stuff :smile:

Sounds cool, keep at it :slight_smile: