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How can I calculate whether an UI element is inside my camera view?
I have an UI text element displaying above my character in 2D, following its transform. Every now and then and then I do close-shots, and if my character head is not in the shot, the text doesn't show. Any idea on how could I calculate whether a UI text element is within the bounds of an active camera or not? So I can then force the text to appear at the bottom of the screen? Would this be the best way to go? I've been told that WorldToScreenPoint may help me, but I'm not sure how to get the position of an UI text with it and to check if it's in the camera view.
I'm using the following code to get the Text UI coordinates. How can I check this against the camera view?
Rect textUI;
Vector3[] points = new Vector3[4];
public Rect GetScreenRect(Vector3[] corners)
{
RectTransform rectTransform = (RectTransform)transform;
rectTransform.GetWorldCorners(corners);
float x$$anonymous$$in = float.PositiveInfinity, x$$anonymous$$ax = float.NegativeInfinity, y$$anonymous$$in = float.PositiveInfinity, y$$anonymous$$ax = float.NegativeInfinity;
for (int i = 0; i < 4; ++i)
{
Vector3 screenCoord = RectTransformUtility.WorldToScreenPoint(Camera.main, corners[i]);
if (screenCoord.x < x$$anonymous$$in) x$$anonymous$$in = screenCoord.x;
if (screenCoord.x > x$$anonymous$$ax) x$$anonymous$$ax = screenCoord.x;
if (screenCoord.y < y$$anonymous$$in) y$$anonymous$$in = screenCoord.y;
if (screenCoord.y > y$$anonymous$$ax) y$$anonymous$$ax = screenCoord.y;
corners[i] = screenCoord;
}
Rect result = new Rect(x$$anonymous$$in, y$$anonymous$$in, x$$anonymous$$ax - x$$anonymous$$in, y$$anonymous$$ax - y$$anonymous$$in);
return result;
}
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
textUI = GetScreenRect(points);
Debug.Log(textUI);
}
}
Added the following debug code to my Update, and noticed that it seems to be calculating the corners of the text UI element properly.
Debug.Log(points[0]);
Debug.Log(points[1]);
Debug.Log(points[2]);
Debug.Log(points[3]);
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