GUI.BeginGroup

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public static void BeginGroup(Rect position);
public static void BeginGroup(Rect position, string text);
public static void BeginGroup(Rect position, Texture image);
public static void BeginGroup(Rect position, GUIContent content);
public static void BeginGroup(Rect position, GUIStyle style);
public static void BeginGroup(Rect position, string text, GUIStyle style);
public static void BeginGroup(Rect position, Texture image, GUIStyle style);
public static void BeginGroup(Rect position, GUIContent content, GUIStyle style);

Parameters

positionRectangle on the screen to use for the group.
textText to display on the group.
image Texture to display on the group.
contentText, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed.
styleThe style to use for the background.

Description

Begin a group. Must be matched with a call to EndGroup.

When you begin a group, the coordinate system for GUI controls are set so (0,0) is the top-left corner of the group. All controls are clipped to the group. Groups can be nested - if they are, children are clipped to their parents.

This is very useful when moving a bunch of GUI elements around on screen. A common use case is designing your menus to fit on a specific screen size, then centering the GUI on larger displays. See Also: matrix, BeginScrollView.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void OnGUI() { // Constrain all drawing to be within a 800x600 pixel area centered on the screen. GUI.BeginGroup(new Rect(Screen.width / 2 - 400, Screen.height / 2 - 300, 800, 600));

// Draw a box in the new coordinate space defined by the BeginGroup. // Notice how (0,0) has now been moved on-screen GUI.Box(new Rect(0, 0, 800, 600), "This box is now centered! - here you would put your main menu");

// We need to match all BeginGroup calls with an EndGroup GUI.EndGroup(); } }
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