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did you try moving
Rect lastRect =newRect(); // :P
outside of the OnGUI()... globally?
i dont recall anyone mentioning a feature like that for unityUI...
...but i did add something experimental to kissUI, my own UI, in development....
i added switching of styles a little while ago for kissUI.
its not exactly like GUISkin's.. but more like GUIStyle's as individual asset files....
ahh... like this: http://kissui.izzysoft.com/support/index.php?action=demos;sa=301DragDrop
I think maybe hes asking if there's a Non Breaking Space available?! :p
As a hobby, i've been making my own UI system for more than 2 1/2 years, and i'm still not done adding stuff.
Only a few days ago, did i get to...
I can't check atm, but remember that OnGUI() is called more than once per frame,
and Rect might not always contain the same values in each OnGUI()...
Don't declare Rect... inside of OnGUI()
Try moving it outside.
If i'm not misremembering what others have said, Screen Space - Overlay is always drawn after any Cameras, even the Screen Space - Camera.
Work In Progress:
Radio Groups can use, but not require, multiple images to act as a single toggle.
to combat this, when i add this for kissUI (my own UI), i was thinking of throttling down the Raycast interval, if user hasn't touched the screen...
EditorUtility.SetDirty( ScrObj_Instance );
work in this case?
Are you trying to make your own 3D Mesh numbers? and use Morph targets to inflate and Deflate them?
kissUI ver 0.1.5.4 was updated and pending review.
If you don't want to wait, you can get the .unitypackage here:...
Sooo, instead of Disabling the GameObject (which disables every attached component), disable just the UI specific component, and leave your Script...
you wanna be just like kissUI? ;)
just a hint, not sharing more:
static EditorWindow gameView = null;
public static void...
this is for touch?
So... User can press and it would show the dropdown options?
And all the while finger is depressed?
And if they moved the...
Are you using PlayerPrefs?
And calling Save()? https://docs.unity3d.com/ScriptReference/PlayerPrefs.Save.html
Did you look at TextMesh Pro yet? You might not need to recreate it. ;)