GUITexture is deprecated, so what should I use instead of it?












6















I'm currently experiencing an issue with updated coding in C#. I'm working out of a textbook "3.x Game Development Essentials", and am currently attempting to make an array that will have textures assigned to it which will show the progression of a battery being charged to power a door. The textbook wants me to create a GUITexture, however this was made obsolete in a prior Unity update so I instead created a UI Image which created a Canvas and a child Game Object. While this fixed the problem on screen, it took a turn for the worse with coding. The book wants me to create an array of five textures (four states of charge, plus the original empty texture). The goal being whenever the character picks up a power cell, it reflects live in the UI Canvas. Now, here's where I get goobery:



This is the original coding the book specifies to implement on my Inventory script:



public Texture2D  hudCharge;
public GUITexture charge HudGUI;


I ended up having to get squirrelly to work around old code, and tried this:



using UnityEngine.UI;

public class Inventory : MonoBehaviour{
public static int charge = 0
public UnityEngine.AudioClip collectSound;
public UnityEngine.Texture2D hudCharge;
public Image chargeHudGUI;


Now we get even weirder.
Because the book is working with out of date code, it wants me to use the value of charge to choose a texture from the array. Thus, it wants me to type:



chargeHudGUI.texture = hudCharge[charge];


the goal being We're addressing the GUITexture object that is assigned to chargeHudGUI variable, specifically its texture property. Well, that'd be groovy but there's no GUITexture anymore so where does that leave me? It leaves me with this:



chargeHudGUI.Image = hudCharge[charge].


I have been looking through every thread I can to try and figure out what to do, but nothing seems to address this particular problem. Does anyone have any pointers for navigating around this nonsense? I've been working on this game for a while now, and I'm determined to finish it out. I want to learn how to use Visual Studio and Unity3D. I appreciate any help!










share|improve this question





























    6















    I'm currently experiencing an issue with updated coding in C#. I'm working out of a textbook "3.x Game Development Essentials", and am currently attempting to make an array that will have textures assigned to it which will show the progression of a battery being charged to power a door. The textbook wants me to create a GUITexture, however this was made obsolete in a prior Unity update so I instead created a UI Image which created a Canvas and a child Game Object. While this fixed the problem on screen, it took a turn for the worse with coding. The book wants me to create an array of five textures (four states of charge, plus the original empty texture). The goal being whenever the character picks up a power cell, it reflects live in the UI Canvas. Now, here's where I get goobery:



    This is the original coding the book specifies to implement on my Inventory script:



    public Texture2D  hudCharge;
    public GUITexture charge HudGUI;


    I ended up having to get squirrelly to work around old code, and tried this:



    using UnityEngine.UI;

    public class Inventory : MonoBehaviour{
    public static int charge = 0
    public UnityEngine.AudioClip collectSound;
    public UnityEngine.Texture2D hudCharge;
    public Image chargeHudGUI;


    Now we get even weirder.
    Because the book is working with out of date code, it wants me to use the value of charge to choose a texture from the array. Thus, it wants me to type:



    chargeHudGUI.texture = hudCharge[charge];


    the goal being We're addressing the GUITexture object that is assigned to chargeHudGUI variable, specifically its texture property. Well, that'd be groovy but there's no GUITexture anymore so where does that leave me? It leaves me with this:



    chargeHudGUI.Image = hudCharge[charge].


    I have been looking through every thread I can to try and figure out what to do, but nothing seems to address this particular problem. Does anyone have any pointers for navigating around this nonsense? I've been working on this game for a while now, and I'm determined to finish it out. I want to learn how to use Visual Studio and Unity3D. I appreciate any help!










    share|improve this question



























      6












      6








      6








      I'm currently experiencing an issue with updated coding in C#. I'm working out of a textbook "3.x Game Development Essentials", and am currently attempting to make an array that will have textures assigned to it which will show the progression of a battery being charged to power a door. The textbook wants me to create a GUITexture, however this was made obsolete in a prior Unity update so I instead created a UI Image which created a Canvas and a child Game Object. While this fixed the problem on screen, it took a turn for the worse with coding. The book wants me to create an array of five textures (four states of charge, plus the original empty texture). The goal being whenever the character picks up a power cell, it reflects live in the UI Canvas. Now, here's where I get goobery:



      This is the original coding the book specifies to implement on my Inventory script:



      public Texture2D  hudCharge;
      public GUITexture charge HudGUI;


      I ended up having to get squirrelly to work around old code, and tried this:



      using UnityEngine.UI;

      public class Inventory : MonoBehaviour{
      public static int charge = 0
      public UnityEngine.AudioClip collectSound;
      public UnityEngine.Texture2D hudCharge;
      public Image chargeHudGUI;


      Now we get even weirder.
      Because the book is working with out of date code, it wants me to use the value of charge to choose a texture from the array. Thus, it wants me to type:



      chargeHudGUI.texture = hudCharge[charge];


      the goal being We're addressing the GUITexture object that is assigned to chargeHudGUI variable, specifically its texture property. Well, that'd be groovy but there's no GUITexture anymore so where does that leave me? It leaves me with this:



      chargeHudGUI.Image = hudCharge[charge].


      I have been looking through every thread I can to try and figure out what to do, but nothing seems to address this particular problem. Does anyone have any pointers for navigating around this nonsense? I've been working on this game for a while now, and I'm determined to finish it out. I want to learn how to use Visual Studio and Unity3D. I appreciate any help!










      share|improve this question
















      I'm currently experiencing an issue with updated coding in C#. I'm working out of a textbook "3.x Game Development Essentials", and am currently attempting to make an array that will have textures assigned to it which will show the progression of a battery being charged to power a door. The textbook wants me to create a GUITexture, however this was made obsolete in a prior Unity update so I instead created a UI Image which created a Canvas and a child Game Object. While this fixed the problem on screen, it took a turn for the worse with coding. The book wants me to create an array of five textures (four states of charge, plus the original empty texture). The goal being whenever the character picks up a power cell, it reflects live in the UI Canvas. Now, here's where I get goobery:



      This is the original coding the book specifies to implement on my Inventory script:



      public Texture2D  hudCharge;
      public GUITexture charge HudGUI;


      I ended up having to get squirrelly to work around old code, and tried this:



      using UnityEngine.UI;

      public class Inventory : MonoBehaviour{
      public static int charge = 0
      public UnityEngine.AudioClip collectSound;
      public UnityEngine.Texture2D hudCharge;
      public Image chargeHudGUI;


      Now we get even weirder.
      Because the book is working with out of date code, it wants me to use the value of charge to choose a texture from the array. Thus, it wants me to type:



      chargeHudGUI.texture = hudCharge[charge];


      the goal being We're addressing the GUITexture object that is assigned to chargeHudGUI variable, specifically its texture property. Well, that'd be groovy but there's no GUITexture anymore so where does that leave me? It leaves me with this:



      chargeHudGUI.Image = hudCharge[charge].


      I have been looking through every thread I can to try and figure out what to do, but nothing seems to address this particular problem. Does anyone have any pointers for navigating around this nonsense? I've been working on this game for a while now, and I'm determined to finish it out. I want to learn how to use Visual Studio and Unity3D. I appreciate any help!







      c# visual-studio user-interface unity3d guitexture






      share|improve this question















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      share|improve this question




      share|improve this question








      edited Nov 27 '18 at 2:20









      Programmer

      77.2k1089158




      77.2k1089158










      asked Nov 27 '18 at 1:48









      L. DostalL. Dostal

      484




      484
























          1 Answer
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          2














          GUITexture is indeed deprecated just like GUIText . Since your hudCharge variable is a type of Texture2D, make chargeHudGUI to be type of RawImage instead of Image so that you can assign it directly with the texture property.



          Go to GameObject ---> UI ---> RawImage and Unity will create a Canvas with a GameObject as a child. That child GameObject will have a RawImage component. You can learn more about the new UI system here.



          So, replace



          public Image chargeHudGUI;


          with



          public RawImage chargeHudGUI;


          Now, you can do this:



          chargeHudGUI.texture = hudCharge[charge];




          You can still use Image instead of RawImage but you have to convert the Texture2D to Sprite each time or cache them then change the Image.sprite property to display them.



          public Image chargeHudGUI;


          then you can do this:



          Texture2D tex = hudCharge[charge];
          //Create Sprite from the Texture2D
          Sprite tempSprite = Sprite.Create(tex, new Rect(0.0f, 0.0f, tex.width, tex.height), new Vector2(0.5f, 0.5f), 100.0f);
          //Change the Sprite
          chargeHudGUI.sprite = tempSprite;





          share|improve this answer





















          • 1





            HA! I knew there was a loophole in the system somewhere. From now on I'll do RawImage instead of Image when I want to get involved with Textures. I'm going to follow the link you gave and read up about the new UI system. Hopefully I can manage to get around more kinks in the future. You're the best. <3

            – L. Dostal
            Nov 27 '18 at 2:42






          • 1





            Also, make sure to remove any function called OnGUI as that as well is the old UI system. The link I provided should help you get started on the new UI system. When it comes to detecting clicks on them which you'll need to do in the future, see this post. You're welcome.

            – Programmer
            Nov 27 '18 at 2:47











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          1 Answer
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          active

          oldest

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          1 Answer
          1






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes









          2














          GUITexture is indeed deprecated just like GUIText . Since your hudCharge variable is a type of Texture2D, make chargeHudGUI to be type of RawImage instead of Image so that you can assign it directly with the texture property.



          Go to GameObject ---> UI ---> RawImage and Unity will create a Canvas with a GameObject as a child. That child GameObject will have a RawImage component. You can learn more about the new UI system here.



          So, replace



          public Image chargeHudGUI;


          with



          public RawImage chargeHudGUI;


          Now, you can do this:



          chargeHudGUI.texture = hudCharge[charge];




          You can still use Image instead of RawImage but you have to convert the Texture2D to Sprite each time or cache them then change the Image.sprite property to display them.



          public Image chargeHudGUI;


          then you can do this:



          Texture2D tex = hudCharge[charge];
          //Create Sprite from the Texture2D
          Sprite tempSprite = Sprite.Create(tex, new Rect(0.0f, 0.0f, tex.width, tex.height), new Vector2(0.5f, 0.5f), 100.0f);
          //Change the Sprite
          chargeHudGUI.sprite = tempSprite;





          share|improve this answer





















          • 1





            HA! I knew there was a loophole in the system somewhere. From now on I'll do RawImage instead of Image when I want to get involved with Textures. I'm going to follow the link you gave and read up about the new UI system. Hopefully I can manage to get around more kinks in the future. You're the best. <3

            – L. Dostal
            Nov 27 '18 at 2:42






          • 1





            Also, make sure to remove any function called OnGUI as that as well is the old UI system. The link I provided should help you get started on the new UI system. When it comes to detecting clicks on them which you'll need to do in the future, see this post. You're welcome.

            – Programmer
            Nov 27 '18 at 2:47
















          2














          GUITexture is indeed deprecated just like GUIText . Since your hudCharge variable is a type of Texture2D, make chargeHudGUI to be type of RawImage instead of Image so that you can assign it directly with the texture property.



          Go to GameObject ---> UI ---> RawImage and Unity will create a Canvas with a GameObject as a child. That child GameObject will have a RawImage component. You can learn more about the new UI system here.



          So, replace



          public Image chargeHudGUI;


          with



          public RawImage chargeHudGUI;


          Now, you can do this:



          chargeHudGUI.texture = hudCharge[charge];




          You can still use Image instead of RawImage but you have to convert the Texture2D to Sprite each time or cache them then change the Image.sprite property to display them.



          public Image chargeHudGUI;


          then you can do this:



          Texture2D tex = hudCharge[charge];
          //Create Sprite from the Texture2D
          Sprite tempSprite = Sprite.Create(tex, new Rect(0.0f, 0.0f, tex.width, tex.height), new Vector2(0.5f, 0.5f), 100.0f);
          //Change the Sprite
          chargeHudGUI.sprite = tempSprite;





          share|improve this answer





















          • 1





            HA! I knew there was a loophole in the system somewhere. From now on I'll do RawImage instead of Image when I want to get involved with Textures. I'm going to follow the link you gave and read up about the new UI system. Hopefully I can manage to get around more kinks in the future. You're the best. <3

            – L. Dostal
            Nov 27 '18 at 2:42






          • 1





            Also, make sure to remove any function called OnGUI as that as well is the old UI system. The link I provided should help you get started on the new UI system. When it comes to detecting clicks on them which you'll need to do in the future, see this post. You're welcome.

            – Programmer
            Nov 27 '18 at 2:47














          2












          2








          2







          GUITexture is indeed deprecated just like GUIText . Since your hudCharge variable is a type of Texture2D, make chargeHudGUI to be type of RawImage instead of Image so that you can assign it directly with the texture property.



          Go to GameObject ---> UI ---> RawImage and Unity will create a Canvas with a GameObject as a child. That child GameObject will have a RawImage component. You can learn more about the new UI system here.



          So, replace



          public Image chargeHudGUI;


          with



          public RawImage chargeHudGUI;


          Now, you can do this:



          chargeHudGUI.texture = hudCharge[charge];




          You can still use Image instead of RawImage but you have to convert the Texture2D to Sprite each time or cache them then change the Image.sprite property to display them.



          public Image chargeHudGUI;


          then you can do this:



          Texture2D tex = hudCharge[charge];
          //Create Sprite from the Texture2D
          Sprite tempSprite = Sprite.Create(tex, new Rect(0.0f, 0.0f, tex.width, tex.height), new Vector2(0.5f, 0.5f), 100.0f);
          //Change the Sprite
          chargeHudGUI.sprite = tempSprite;





          share|improve this answer















          GUITexture is indeed deprecated just like GUIText . Since your hudCharge variable is a type of Texture2D, make chargeHudGUI to be type of RawImage instead of Image so that you can assign it directly with the texture property.



          Go to GameObject ---> UI ---> RawImage and Unity will create a Canvas with a GameObject as a child. That child GameObject will have a RawImage component. You can learn more about the new UI system here.



          So, replace



          public Image chargeHudGUI;


          with



          public RawImage chargeHudGUI;


          Now, you can do this:



          chargeHudGUI.texture = hudCharge[charge];




          You can still use Image instead of RawImage but you have to convert the Texture2D to Sprite each time or cache them then change the Image.sprite property to display them.



          public Image chargeHudGUI;


          then you can do this:



          Texture2D tex = hudCharge[charge];
          //Create Sprite from the Texture2D
          Sprite tempSprite = Sprite.Create(tex, new Rect(0.0f, 0.0f, tex.width, tex.height), new Vector2(0.5f, 0.5f), 100.0f);
          //Change the Sprite
          chargeHudGUI.sprite = tempSprite;






          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited Nov 28 '18 at 0:39

























          answered Nov 27 '18 at 2:19









          ProgrammerProgrammer

          77.2k1089158




          77.2k1089158








          • 1





            HA! I knew there was a loophole in the system somewhere. From now on I'll do RawImage instead of Image when I want to get involved with Textures. I'm going to follow the link you gave and read up about the new UI system. Hopefully I can manage to get around more kinks in the future. You're the best. <3

            – L. Dostal
            Nov 27 '18 at 2:42






          • 1





            Also, make sure to remove any function called OnGUI as that as well is the old UI system. The link I provided should help you get started on the new UI system. When it comes to detecting clicks on them which you'll need to do in the future, see this post. You're welcome.

            – Programmer
            Nov 27 '18 at 2:47














          • 1





            HA! I knew there was a loophole in the system somewhere. From now on I'll do RawImage instead of Image when I want to get involved with Textures. I'm going to follow the link you gave and read up about the new UI system. Hopefully I can manage to get around more kinks in the future. You're the best. <3

            – L. Dostal
            Nov 27 '18 at 2:42






          • 1





            Also, make sure to remove any function called OnGUI as that as well is the old UI system. The link I provided should help you get started on the new UI system. When it comes to detecting clicks on them which you'll need to do in the future, see this post. You're welcome.

            – Programmer
            Nov 27 '18 at 2:47








          1




          1





          HA! I knew there was a loophole in the system somewhere. From now on I'll do RawImage instead of Image when I want to get involved with Textures. I'm going to follow the link you gave and read up about the new UI system. Hopefully I can manage to get around more kinks in the future. You're the best. <3

          – L. Dostal
          Nov 27 '18 at 2:42





          HA! I knew there was a loophole in the system somewhere. From now on I'll do RawImage instead of Image when I want to get involved with Textures. I'm going to follow the link you gave and read up about the new UI system. Hopefully I can manage to get around more kinks in the future. You're the best. <3

          – L. Dostal
          Nov 27 '18 at 2:42




          1




          1





          Also, make sure to remove any function called OnGUI as that as well is the old UI system. The link I provided should help you get started on the new UI system. When it comes to detecting clicks on them which you'll need to do in the future, see this post. You're welcome.

          – Programmer
          Nov 27 '18 at 2:47





          Also, make sure to remove any function called OnGUI as that as well is the old UI system. The link I provided should help you get started on the new UI system. When it comes to detecting clicks on them which you'll need to do in the future, see this post. You're welcome.

          – Programmer
          Nov 27 '18 at 2:47




















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