Unity screen rect

Get real screen position for a canvas UI element

Implemented in: UnityEngine. Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable. For some reason your suggested change could not be submitted. And thank you for taking the time to help us improve the quality of Unity Documentation. Utility class containing helper methods for working with RectTransform. Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker. Version: Language English. Scripting API. Suggest a change. Submission failed For some reason your suggested change could not be submitted. Description Utility class containing helper methods for working with RectTransform. Static Methods FlipLayoutAxes Flips the horizontal and vertical axes of the RectTransform size and alignment, and optionally its children as well. FlipLayoutOnAxis Flips the alignment of the RectTransform along the horizontal or vertical axis, and optionally its children as well. PixelAdjustPoint Convert a given point in screen space into a pixel correct point. PixelAdjustRect Given a rect transform, return the corner points in pixel accurate coordinates. Publication Date: Flips the horizontal and vertical axes of the RectTransform size and alignment, and optionally its children as well. Flips the alignment of the RectTransform along the horizontal or vertical axis, and optionally its children as well. Transform a screen space point to a position in the local space of a RectTransform that is on the plane of its rectangle. Transform a screen space point to a position in world space that is on the plane of the given RectTransform.

Managing Screen Resolution and Aspect Ratio in Unity 3D


New Unity Live Help updates. Check them out here! Search Unity. Log in Create a Unity ID. Unity Forum. Forums Quick Links. Asset Store Spring Sale starts soon! Joined: Jan 2, Posts: When needed, I create an Image on my UI canvas and tween it to 0, 0, 0. Problem is, I need to choose the correct screen position of another image, but can't seem to find the correct values. It's set to "Screen Space - Overlay" and defaults to a rect transform of x: I have an image on this canvas, called "Hotbar". It's anchored to x: 0. Those display just fine, the anchoring works well across screen sizes. I want the destination of my "tween"ed sprite to be the "Hotbar" image. I can't figure out any coordinate system to make these all make sense. The "WorldToScreenPoint" position seems correct, the canvas and hotbar graphics show correctly, so I'm not sure what's missing. The hotbar position is x: If 0, 0 for my tweened sprite is "lower left corner" then none of those coordinate systems are right. Code csharp :. Find "Main Camera". WorldToScreenPoint Vector3 tile. Find "HUDCanvas". SetParent canvas. Find "Hotbar". Destroy gameObject. Last edited: Jan 5, Joined: Jan 21, Posts: PGJJan 5,

How to create UI for all Resolutions


By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. I have UI elements image, etc. Canvas attached to camera. There is a RectTransformbut how to convert this data to screen or world coordinates and get center point of this image? It is odd that RectTransform. GetWorldCorners doesn't work as stated. Per one of the other answers you need to call after Awake so layout can occur. I found that both GetWorldCorners and TransformPoint only work on Startnot on Awakeas if we'll have to wait for the content to be resized. You can work with GetWorldCorners but only when using a child that has real dimensions. I got reasonable values for a child of a world space canvas. How are we doing? Please help us improve Stack Overflow. Take our short survey. Learn more. How to get screen or world position of ui element Ask Question. Asked 4 years, 11 months ago. Active 1 month ago. Viewed 17k times. Tried RectTransform. GetWorldCorners but it returns zero vectors. Brent Worden 8, 7 7 gold badges 44 44 silver badges 48 48 bronze badges. Yura Koval Yura Koval 1 1 gold badge 1 1 silver badge 4 4 bronze badges. Active Oldest Votes. TransformPoint to convert to world space. Huacanacha Huacanacha 1, 7 7 silver badges 7 7 bronze badges.

RectTransformUtility


I am trying to convert my Input. Any idea? You can use RectTransformUtility. I suppose you then could use your rectTransfrom. Please tell me whether this actually works or not, if it doesn't, i'll check and come up with a better answer :D. Thank you very much for your answer troienit gives me some clues but it doesn't seems to work this way : If you have any other idea feel free to tell me, I'll also continue checking on my side. I tested it now, and it looks like it works for me. So perhaps you have a different setup then I do in my test, or misunderstood me, or I misunderstood you :p. But this is the code I currently have in my test. It prints out the normalized position. It does clamp it between 0 and 1 though, cause thats how Rect. PointToNormalized works. I've made another test and you're right we don't have the same setup. I am currently using a screen space overlay canvas and it doesn't work but if I switch to screen space camera it works like a charm. I also precise that when using an aspect ration fitter component it also moves the image a but this doesn't really matter. I tested it with screen space overlay and it worked for me So I started to test it now, and realized that it might be because you have the rendercamera of the canvas set. But it remains set when you then switch back to screen space overlay. I didn't expect that :p. ScreenPointToLocalPointInRectangle requires a camera as parameter, I use the render camera for that as it is in most cases the correct one, when in screen space overlay, this camera should be null, I expected worldCamera thats how the render camera in the inspector is called in code to be null when you switch to screen space overlay but it turns out it isn't :p. What I think that's happening is that you still have the render camera set. Alternatively, replace 'GetComponentInParent. Thank you very much for your help troieneverything is working fine now! Attachments: Up to 2 attachments including images can be used with a maximum of To help users navigate the site we have posted a site navigation guide. Make sure to check out our Knowledge Base for commonly asked Unity questions. Answers Answers and Comments. Drawing a debug line between anchored UI element and mouse? Move with Rigidbody2D in the Z axis 3 Answers. Login Create account. Ask a question. Hi there, I am trying to convert my Input. Thanks a lot!

RectTransform.GetWorldCorners World or Screen space

By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. I've just started to use Unity to port my video game to multiple platforms. I had a question about creating objects programmatically in Unity. This is what it my game looks like currently:. When the user taps the camera button, the camera picture scales bigger onTap and offTap. I want the entire screen to flash white for only a brief second but I have no idea how to do this. Here is the C code I have already for this question:. Any help would be much appreciated. I really have no idea how to either insert PNG's or create a rectangle that will overlay for a brief second. This is an old question, never the less I'm here with 2 solutions for you: These were coded up in C. Solution 1: Is exactly what you have asked for in code format. I'm fairly certain you already solved this issue but this is for anyone else who stumbles upon this problem. Another way is to actually mess about with Unity's lights. How are we doing? Please help us improve Stack Overflow. Take our short survey. Learn more. How do I create a white rectangle in Unity 2D? Ask Question. Asked 6 years, 3 months ago. Active 5 years, 11 months ago. Viewed 12k times. Hello Stack Overflow community. This is what it my game looks like currently: When the user taps the camera button, the camera picture scales bigger onTap and offTap. Log "After Waiting 3 Seconds" ; Application. ScreenPointToRay Input. Steven k 18 18 gold badges silver badges bronze badges. Jordan Schuetz Jordan Schuetz 1 1 gold badge 9 9 silver badges 18 18 bronze badges. Do you need input during that time? If not, you could create an object with an OnGUI that draws a full screen white rect until you don't need it and then hide or destroy the gameObject. If you need interactivity during the whiteout, you can create an object with a vertex shader that draws a full screen quad and attach it to a Unity quad object. I don't need any input. Basically I need the entire screen to flash white for a second. The whole screen should flash white on GetMouseButtonUp every time the hit. Could you help me? All you really need to do is create a unity quad and attach it to your camera so that it renders in front of everything else. Give it a simple shader such as Unlit and position it so it covers the camera viewport completely you can parent it to the camera so it follows the camera all the time.

6. Unity Scale Game UI To Any Screen Size - Unity Android Game Development



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