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Question by cornyb1g · Oct 16, 2016 at 11:54 AM · buttonscalecreatedynamically

Scaling dynamic created buttons

Hi,

I'm trying to create a dynamic menu in unity but having a problem where my buttons that i create don't scale correctly. I've put Vertical layout group to my panel but it doesn't trigger.

Here's a picture: alt text

The test buttons are the one i create dynamically, i want it to look like the "Previous" button.

Here's my code where i create the buttons.

 using UnityEngine;
 using System.Collections;
 using UnityEngine.UI;
 
 public class menu : MonoBehaviour {
 
     [SerializeField] GameObject buttonPrefab;
     [SerializeField] Transform menupanel;
 
 
     void Start () {
 
         for (int i = 0; i < 6; i++) {
             GameObject button = (GameObject) Instantiate (buttonPrefab);
             button.GetComponentInChildren<Text>().text = "Test";
             button.transform.localScale = new Vector3 (1.0f, 1.0f, 1.0f);
             button.transform.parent = menupanel;
         }
             
 
     }
         
     
     // Update is called once per frame
     void Update () {
     
     }
 }
 

 
screenshot-2016-10-16-130710.png (326.5 kB)
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avatar image getyour411 · Dec 05, 2016 at 07:06 AM 0
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If you are using a Layout group, you probably don't want 16; on 17 try the transform.SetParent(menupanel, false);

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Answer by Ksdsksd · Dec 04, 2016 at 08:29 PM

@cornyb1g I too have the same problem. However, I found a workaround. By creating a defaultButton in the parent. At runtime I instantiated from the defaultButton instead of the prefab. Then deactivated/destroyed the defaultButton.

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Answer by WilderMedeiros · Jul 18, 2018 at 09:49 AM

https://answers.unity.com/questions/868484/why-is-instantiated-objects-scale-changing.html

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