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Gizmos.DrawGUITexture

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public static method DrawGUITexture(screenRect: Rect, texture: Texture, mat: Material = null): void;
public static void DrawGUITexture(Rect screenRect, Texture texture, Material mat = null);
public static method DrawGUITexture(screenRect: Rect, texture: Texture, leftBorder: int, rightBorder: int, topBorder: int, bottomBorder: int, mat: Material = null): void;
public static void DrawGUITexture(Rect screenRect, Texture texture, int leftBorder, int rightBorder, int topBorder, int bottomBorder, Material mat = null);

Parameters

screenRectThe size and position of the texture on the "screen" defined by the XY plane.
textureThe texture to be displayed.
matAn optional material to apply the texture.
leftBorderInset from the rectangle's left edge.
rightBorderInset from the rectangle's right edge.
topBorderInset from the rectangle's top edge.
bottomBorderInset from the rectangle's bottom edge.

Description

Draw a texture in the scene.

The chosen texture is drawn in 3D space on a "screen" defined by the XY plane (ie, the plane where the Z coordinate is zero). The values of the texture rectangle are given in scene units. The optional border values specify an inset from each edge within the rectangle in scene units; the texture is drawn inside the inset rectangle and the edge pixels are repeated outwards. This is a useful quick way to create a large background region around the main texture when its edges are of a single colour.

This function can be useful for creating GUI backgrounds in conjunction with a camera pointing directly at the texture.

var myTexture : Texture;

function OnDrawGizmos () { Gizmos.DrawGUITexture(Rect(10, 10, 20, 20), myTexture); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Texture myTexture;

void OnDrawGizmosSelected() { // Draw a semitransparent blue cube at the transforms position Gizmos.DrawGUITexture(new Rect(10, 10, 20, 20), myTexture); } }
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