fourCornersArray | The ray that corners are filled into. |
Get the corners of the calculated rectangle in world space.
Each corner provides it's world space value. The returned array of
4 vertices is clockwise. It starts bottom left and rotates to top left,
then top right, and finally bottom right. Note that bottom left, for
example, is an (x, y, z) vector with x being left and y being bottom.
Note: If the RectTransform is rotated in Z then the dimensions of the GetWorldCorners
will be changed.
#pragma strict // GetWorldCorners(): // Access the RectTransform and read the vertices // that define the location and size of the // object. var rt: RectTransform; function Start() { rt = GetComponent.<RectTransform>(); DisplayWorldCorners(); } function DisplayWorldCorners() { var v: Vector3[] = new Vector3[4]; rt.GetWorldCorners(v); Debug.Log("World Corners"); for (var i: var = 0; i < 4; i++) { Debug.Log("World Corner " + i + " : " + v[i]); } }
using UnityEngine;
// GetWorldCorners(): // Access the RectTransform and read the vertices // that define the location and size of the // object.
public class ExampleClass : MonoBehaviour { RectTransform rt;
void Start() { rt = GetComponent<RectTransform>(); DisplayWorldCorners(); }
void DisplayWorldCorners() { Vector3[] v = new Vector3[4]; rt.GetWorldCorners(v);
Debug.Log("World Corners"); for (var i = 0; i < 4; i++) { Debug.Log("World Corner " + i + " : " + v[i]); } } }
See Also: GetLocalCorners.
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