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Question by elfasito · May 15, 2020 at 12:38 AM · scripting problemscripting beginner

help to edit this script, zoom text ui

Hello people. I want to make pinch zoo in a scroll view element. I tried scaling the canvas but it did not give the desired effect, (I just want scale text and images, but the canvas scaler increase the scale of everything).

So, i found this script:

 public class PinchableScrollRect : ScrollRect
  {
  [SerializeField] float _minZoom = .1f;
  [SerializeField] float _maxZoom = 10;
  [SerializeField] float _zoomLerpSpeed = 10f;
  float _currentZoom = 1;
  bool _isPinching = false;
  float _startPinchDist;
  float _startPinchZoom;
  Vector2 _startPinchCenterPosition;
  Vector2 _startPinchScreenPosition;
  float _mouseWheelSensitivity = 1;
  bool blockPan = false;
 
  protected override void Awake()
  {
      Input.multiTouchEnabled = true;
  }
 
  private void Update()
  {
      if (Input.touchCount == 2)
      {
          if (!_isPinching)
          {
              _isPinching = true;
              OnPinchStart();
          }
          OnPinch();
      }
      else
      {
          _isPinching = false;
          if (Input.touchCount == 0)
          {
              blockPan = false;
          }
      }
      //pc input
      float scrollWheelInput = Input.GetAxis("Mouse ScrollWheel");
      if (Mathf.Abs(scrollWheelInput) > float.Epsilon)
      {
          _currentZoom *= 1 + scrollWheelInput * _mouseWheelSensitivity;
          _currentZoom = Mathf.Clamp(_currentZoom, _minZoom, _maxZoom);
          _startPinchScreenPosition = (Vector2)Input.mousePosition;
          RectTransformUtility.ScreenPointToLocalPointInRectangle(content, _startPinchScreenPosition, null, out _startPinchCenterPosition);
          Vector2 pivotPosition = new Vector3(content.pivot.x * content.rect.size.x, content.pivot.y * content.rect.size.y);
          Vector2 posFromBottomLeft = pivotPosition + _startPinchCenterPosition;
          SetPivot(content, new Vector2(posFromBottomLeft.x / content.rect.width, posFromBottomLeft.y / content.rect.height));
      }
      //pc input end
 
      if (Mathf.Abs(content.localScale.x - _currentZoom) > 0.001f)
          content.localScale = Vector3.Lerp(content.localScale, Vector3.one * _currentZoom, _zoomLerpSpeed * Time.deltaTime);
  }
 
  protected override void SetContentAnchoredPosition(Vector2 position)
  {
      if (_isPinching || blockPan) return;
      base.SetContentAnchoredPosition(position);
  }
 
  void OnPinchStart()
  {
      Vector2 pos1 = Input.touches[0].position;
      Vector2 pos2 = Input.touches[1].position;
 
      _startPinchDist = Distance(pos1, pos2) * content.localScale.x;
      _startPinchZoom = _currentZoom;
      _startPinchScreenPosition = (pos1 + pos2) / 2;
      RectTransformUtility.ScreenPointToLocalPointInRectangle(content, _startPinchScreenPosition, null, out _startPinchCenterPosition);
 
      Vector2 pivotPosition = new Vector3(content.pivot.x * content.rect.size.x, content.pivot.y * content.rect.size.y);
      Vector2 posFromBottomLeft = pivotPosition + _startPinchCenterPosition;
 
      SetPivot(content, new Vector2(posFromBottomLeft.x / content.rect.width, posFromBottomLeft.y / content.rect.height));
      blockPan = true;
  }
 
  void OnPinch()
  {
      float currentPinchDist = Distance(Input.touches[0].position, Input.touches[1].position) * content.localScale.x;
      _currentZoom = (currentPinchDist / _startPinchDist) * _startPinchZoom;
      _currentZoom = Mathf.Clamp(_currentZoom, _minZoom, _maxZoom);
  }
 
  float Distance(Vector2 pos1, Vector2 pos2)
  {
      RectTransformUtility.ScreenPointToLocalPointInRectangle(content, pos1, null, out pos1);
      RectTransformUtility.ScreenPointToLocalPointInRectangle(content, pos2, null, out pos2);
      return Vector2.Distance(pos1, pos2);
  }
 
  static void SetPivot(RectTransform rectTransform, Vector2 pivot)
  {
      if (rectTransform == null) return;
 
      Vector2 size = rectTransform.rect.size;
      Vector2 deltaPivot = rectTransform.pivot - pivot;
      Vector3 deltaPosition = new Vector3(deltaPivot.x * size.x, deltaPivot.y * size.y) * rectTransform.localScale.x;
      rectTransform.pivot = pivot;
      rectTransform.localPosition -= deltaPosition;
  }
  }


It is what I need, but have a problem, when I made pinch zoom, the content goes outside from the screen area. (I see its working In editor view.) I cant find how resolve it, my knowledge in C# is really low.

original post @NoGame0life: https://answers.unity.com/questions/1280592/pinch-and-zoom-functionality-on-canvas-ui-images.html

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