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UI RectTransform Position && Screen Resolution

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Hi there! I've noticed that the cloned UI images that I instantiate at runtime are misplaced. ***Here's what I have*** I've got Prefabs that are instantiated via script at runtime at a specific position relative to a parent ( which is a child of the main canvas). Each cloned Prefab is *instantiated to the parent's position, plus the width of all previous clones*. These prefabs are RectTransform with anchor set to center ( setting pivot and/or position too caused an error about threading and UI), the parent is an empty RectTransform. Canvas' Canvas Scaler is set to scale with screen size + match width or height. Here's a chunk of code: clone.transform.position = position; // a Vector defined outside the loop slicesRow.Add(clone); //just caching them inside a list position += new Vector3(clone.GetComponent().sizeDelta.x,0,0); ***Here's what I'd like to do*** I'd like that my clones kept their right positions when playing with a Screen Resolution different than the one expected. ***Here's what I get*** Screen Size expected = ok: ![Screen Size expected][1] Screen Size other = blargh: ![alt text][2] **Thanks for your time**, I'm kinda clueless right now and I appreciate your attention P.S.: about this line ( which is the cause of my problem I guess) position += new Vector3(clone.GetComponent().sizeDelta.x,0,0); I know it's better to cache that float value instead of calling it every time, I just don't see the point of optimising a chunk of code that doesn't get the job done ;) [1]: /storage/temp/47229-screen-shot-2015-05-29-at-010659.png [2]: /storage/temp/47230-screen-shot-2015-05-29-at-010732.png

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