Is it possible to make a gui Texture display for a certain amount of Time.


3 Answers 3


Try attaching the following class to the GameObject containing your GUITexture. The texture should have gone hidden 3 seconds after being activated.

public class GUITestClass : MonoBehaviour {
    GUITexture gt;

    void Awake() {
        gt = GetComponent<GUITexture>();

    void Start() {

    IEnumerator HideGt() {
        yield return new WaitForSeconds(3);
        gt.enabled = false;
  • \$\begingroup\$ Why do you need the coroutine? \$\endgroup\$ Jul 22, 2014 at 8:48
  • \$\begingroup\$ Surely this is just one of the many different ways to solve the case. \$\endgroup\$
    – S.C.
    Jul 22, 2014 at 8:52
  • \$\begingroup\$ Using a threaded coroutine to simply wait 3 seconds seems overkill. \$\endgroup\$ Jul 22, 2014 at 9:27
  • \$\begingroup\$ @Blue I disagree, this is a great way to deal with the problem. Using CRs is a very efficient and clean way to do things in general. It may be over kill in certain cases but what if you also wanted to play a sound when the texture is hidden? Now you have two things to do on the same 'event'. That single line Destroy now becomes useless. With a CR on the other hand you will have no headaches. \$\endgroup\$
    – Alex
    Jul 25, 2014 at 6:04

You can do this with one line of code:

Destroy(gameObject, 3);

This will destroy the object after three seconds.

Put this in your script after you have sorted out your text and GUI related stuff and you're sorted.

using UnityEngine;
using System.Collections;

public class scene9 : MonoBehaviour {

    // Use this for initialization
    public Texture2D startWin;
    public Texture2D setupWin;

    private bool startwindow = true;
    private bool setupWindow = false;
    void Start () {
        Invoke ("startwindowFun", 2);
        Invoke ("setupwindowFun",3);
        Invoke ("loadScene11",5);

    // Update is called once per frame
    void Update () {

    public void startwindowFun() {
        startwindow = !setupWindow;
    public void setupwindowFun() {
        startwindow = setupWindow;
        setupWindow = !setupWindow;
    public void loadScene11() {
        Application.LoadLevel ("Scene11");

    void OnGUI() {

                if (startwindow) {
                        GUI.Label (new Rect (270, 300, 160, 100), startWin); 


                if (setupWindow) {
                        GUI.Label (new Rect (270, 300, 300, 100), setupWin);




The above code works to load a texture one after the another at a specified time.It worked for me.


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