Version: 2018.1 (switch to 2018.2b or 2017.4)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

RectTransform.GetLocalCorners

Suggest a change

Success!

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.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public method GetLocalCorners(fourCornersArray: Vector3[]): void;
public void GetLocalCorners(Vector3[] fourCornersArray);

Parameters

fourCornersArray The array that corners are filled into.

Description

Get the corners of the calculated rectangle in the local space of its Transform.

Each corner provides it's local 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 left. 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 not be changed.

See Also: GetWorldCorners.

#pragma strict
// GetLocalCorners():
//   Rotate the local corners and display
//   the corner values.
var rt: RectTransform;
function Start() {
	rt = GetComponent.<RectTransform>();
	DisplayLocalCorners();
}
function DisplayLocalCorners() {
	var v: Vector3[] = new Vector3[4];
	rt.rotation = Quaternion.AngleAxis(45, Vector3.forward);
	rt.GetLocalCorners(v);
	Debug.Log("Local Corners");
	for (var i: var = 0; i < 4; i++) {
		Debug.Log("Local Corner " + i + " : " + v[i]);
	}
}
using UnityEngine;

// GetLocalCorners(): // Rotate the local corners and display // the corner values.

public class ExampleClass : MonoBehaviour { RectTransform rt;

void Start() { rt = GetComponent<RectTransform>(); DisplayLocalCorners(); }

void DisplayLocalCorners() { Vector3[] v = new Vector3[4];

rt.rotation = Quaternion.AngleAxis(45, Vector3.forward); rt.GetLocalCorners(v);

Debug.Log("Local Corners"); for (var i = 0; i < 4; i++) { Debug.Log("Local Corner " + i + " : " + v[i]); } } }

See Also: GetWorldCorners.

Did you find this page useful? Please give it a rating: