![]() ![]() You might also want to adjust the border of the gui style to match the borders of your button image and ensure that it tiles correctly. There are five different images you need to set in that style: Either a button-specific one you pass to GUI.Button, or a general one for all buttons as part of a global gui skin. You can change the background graphic of an IMGui button with a gui style. I tried just typing GUI.backgroundColor Color. I tried to somehow reference the background color from the existing GUIStyle that I have declared but there isn't one. ![]() If you want brighter buttons, then you have to create your own button background image and use that for your buttons. I tried creating a new GUIStyle using the background color but that doesn't work. So the results of coloring is often a much darker tint than you would expect. That means only those pixels which are pure white (RGB value 255, 255, 255) become that color, while all darker shades become darker variants of it.Īnd the default button image is not very bright. The reason why you are getting those results is that the algorithm for coloring UI elements (or any other sprite using the default sprite shader) is to take the image (in this case the button background) and multiply the color values of each pixel with your chosen color. I got the code for MakeBackgroundTexture here:Īs you can see, modifying and applying a GUIStyle is not working for me. Texture2D backgroundTexture = new Texture2D(width, height) Private Texture2D MakeBackgroundTexture(int width, int height, Color color)Ĭolor pixels = new Color In the light theme, the default color for label text is black. Note: Because GUI.Color is a multiplier for the current text color, it has no effect on UI labels when you use the light Unity theme. It multiplies this property by the current color, and uses the resulting color to draw the content. GUI.backgroundColor = originalBackgroundColor 1) Create a GameObject with a Text component 2) Create a GameObject with a Button component 3) Create a GameObject with a component of your custom script 4) Create the reference in your custom script on the Text component you want to update 5) Create a public method in your custom script that will be invoked when you click Button 6) Assign. The tint is applied when Unity draws the content. If (GUILayout.Button("GUI.backgroundColor Button", yellowBackgroundStyle)) ![]() If (GUILayout.Button("GUIStyle Button", yellowBackgroundStyle))Ĭolor originalBackgroundColor = GUI.backgroundColor = MakeBackgroundTexture(10, 10, Color.yellow) GUIStyle yellowBackgroundStyle = new GUIStyle() Public class EditorWindowButtonBackgroundColor : EditorWindow This is what I'm seeing:Ä®ditorWindowButtonBackgroundColor.cs using UnityEngine I can change tint using GUI.backgroundColor which seems to AND the color with grey, but I want to change it to an exact color. Usage of this site or any icons/SVGs from Devicon means acknowledgement of these conditions.I'm trying to change a button's background color in an EditorWindow. It is up to the user to use the logo properly according to the company/group's brand policy. ![]() All icons/SVGs in this project are not monetized in anyway. Usage of these names, logos, and brands does not imply endorsement of Devicon or its members. All company, product and service names used in this website are for identification purposes only. *All product names, logos, and brandsare property of their respective owners. // To change the color of a text, see below GameObject.GetComponent ().color Color.black View another examples Add Own solution.Originally created by Konpa (under MIT License) and GitHub repository If you prefer a local install, you can download all the files on the GitHub repository.ÄISCORD SERVER Contact If you have any legal concerns regarding copyrights or want to report an abuse, please reach out to us at Any code/logo contributions should be made through our GitHub repository listed above. *To change the size, change the 's `height` and `width`. ![]()
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