Game Development Reference
In-Depth Information
As you can see, it is quite different to the standard transform component we see on
normal GameObjects; however, it does have the same Rotation and Scale parameters
as the normal transform. Here's a quick breakdown of the new properties:
Note: The positioning values for the Rect Transform change based
on whether the anchors are in a fixed (non-stretched) or stretched
mode. For more details on anchoring, see Chapter 4 , Anchors Away .
Pos X/Pos Y/Pos Z (when in non-stretched mode): These identify the X , Y , and
Z position of the Pivot of the Rect Transform before any scaling or rotation.
Width/Height (when in non-stretched mode): These identify the width and
height of the Rect Transform area.
Left/Top/Right/Bottom (when in stretched mode): These values replace the
above properties when the Rect Transform uses stretched Anchors; they
identify the offset positions of the Rect Transforms Pivot point from the
border of the parent Rect Transform .
Blueprint mode : This changes the selection corners for the Rect Transform
to an un-rotated and unscaled box. The base Rect selection area is identified
by the preceding parameters.
Raw mode : By selecting this toggle, any changes to pivot or scale will not
also alter the position and size of the Rect Transform .
Anchors : This controls the layout behavior of the Rect Transform ; this will
be covered in more detail in Chapter 4 , Anchors Away .
Pivot : This designates the pivot point for the Rect Transform , this is where
the Rect Transform will rotate around.
The Pivot of a Rect Transform can only be edited for UI
components, not to be confused with a Sprite pivot point,
which is set in the Sprite import settings.
Anchor Point (the graphic in the top-left hand corner): This is a graphical way
to alter the anchor points for the Rect Transform (see Chapter 4 , Anchors Away ).
 
Search WWH ::




Custom Search