Creating an Inventory in Unity
by David on Dec.22, 2009, under Unity, Unity Scripts
Research into creating an inventory in Unity…
—————————-Taken from this site:————————–
http://unity3d.com/support/documentation/ScriptReference/GUI.SelectionGrid.html
GUI.SelectionGrid
static function SelectionGrid (position : Rect, selected : int, images : Texture[], xCount : int) : int
static function SelectionGrid (position : Rect, selected : int, content : GUIContent[], xCount : int) : int
Parameters
| Name | Description |
|---|---|
| position | Rectangle on the screen to use for the grid. |
| selected | The index of the selected grid button |
| texts | An array of strings to show on the grid buttons. |
| images | An array of textures on the grid buttons. |
| contents | An array of text, image and tooltips for the grid button. |
| xCount | How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. |
| style | The style to use. If left out, the button style from the current GUISkin is used. |
Returns
int – The index of the selected button.
Description
MakeĀ a grid of buttons.
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You can create a table and insert images, using xCount for the number of fields across you want your array to be. This is a very neat way to organise an inventory for a game.

