Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 11 Next capture
2021 2022 2023
1 capture
11 Jun 22 - 11 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Linck · Jul 30, 2015 at 06:26 PM · uisizelayout

Setting position based on size of elements on a layout group

I have a panel that has a Grid Layout Group. There are buttons as child of this panel, and their size is controlled by the Grid Layout. I want to have tooltips for these buttons, and I do that by instantiating a prefab from a script in the buttons. But then I want to set the position of those tooltips via code, to a specific position relative to the button size. The issue is that it seems the size of the buttons is not yet set in the Start() function, they get their width after some frames. So I have to do an ugly workaround for that, I wait for the size of the button to be set, and only then I set the position of my tooltips. Here's the script in the button that does that:

 public void Start(){
 
     tooltipClone = Instantiate (tooltipPrefab);
     tooltipClone.transform.SetParent (this.transform);
     tooltipClone.transform.localScale = Vector3.one;
 
     StartCoroutine (SetTooltipPositionWhenRectIsReady ());
 }
 
 IEnumerator SetTooltipPositionWhenRectIsReady(){
 
     while (this.rectTransform.rect.width == 0) {
         yield return null;
     }
     //just two more frames to make sure
     yield return null;
     yield return null;
 
     Vector3[] corners = new Vector3[4];
     //order is: lowerLeft, upperLeft, upperRight, lowerRight
     this.GetComponent<RectTransform>().GetWorldCorners(corners);
 
     buttonWorldDimensions = new Vector2 (
         corners [3].x - corners [0].x,
         corners [1].y - corners [0].y
         );
 
     tooltipClone.transform.position = new Vector3 (
         this.transform.position.x,
         this.transform.position.y - buttonWorldDimensions / 2,
         this.transform.position.z
         );
 }

So the question is: Is there any cleaner approach to do that? Because I don't feel like this is failproof.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by SuperUltraHyper · Sep 13, 2015 at 02:06 PM

Having the same issue. I decided to look at the .tga dimensions to calc the sizes. The relevant code is:

 Vector2 cpuSlotDimensions = new Vector2 (cpuSlot.GetComponent<Image>().sprite.rect.width, cpuSlot.GetComponent<Image>().sprite.rect.height);
         processorPannel.GetComponent<RectTransform>().sizeDelta = new Vector2 (cpuSlotDimensions.x*details.processorColumnsSlots ,cpuSlotDimensions.y*details.processorRowSlots );
 
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

UI Vertical Layout Group with Content Size Fitter, how to set max width? 1 Answer

Change size of an UI object ( Javascript ( Unityscript) ) 0 Answers

4.6 UI.System: Triggering Layout Rebuild help 2 Answers

Tweening a RectTransform between AutoLayouts? 0 Answers

Retreive the Width Delta of a ContentSizeFitter game object 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges