Legacy Documentation: Version 2018.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

RectTransform.GetWorldCorners

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public method GetWorldCorners(fourCornersArray: Vector3[]): void;
public void GetWorldCorners(Vector3[] fourCornersArray);

Parameters

fourCornersArrayThe array that corners are filled into.

Description

Get the corners of the calculated rectangle in world space.

Each corner provides its world space value. The returned array of 4 vertices is clockwise. It starts bottom left and rotates to top left, then top right, and finally bottom right. Note that bottom left, for example, is an (x, y, z) vector with x being left and y being bottom.

Note: If the RectTransform is rotated in Z then the dimensions of the GetWorldCorners will be changed.

#pragma strict
// GetWorldCorners():
//  Access the RectTransform and read the vertices
//  that define the location and size of the
//  object.
var rt: RectTransform;
function Start() {
	rt = GetComponent.<RectTransform>();
	DisplayWorldCorners();
}
function DisplayWorldCorners() {
	var v: Vector3[] = new Vector3[4];
	rt.GetWorldCorners(v);
	Debug.Log("World Corners");
	for (var i: var = 0; i < 4; i++) {
		Debug.Log("World Corner " + i + " : " + v[i]);
	}
}
using UnityEngine;

// GetWorldCorners(): // Access the RectTransform and read the vertices // that define the location and size of the // object.

public class ExampleClass : MonoBehaviour { RectTransform rt;

void Start() { rt = GetComponent<RectTransform>(); DisplayWorldCorners(); }

void DisplayWorldCorners() { Vector3[] v = new Vector3[4]; rt.GetWorldCorners(v);

Debug.Log("World Corners"); for (var i = 0; i < 4; i++) { Debug.Log("World Corner " + i + " : " + v[i]); } } }

See Also: GetLocalCorners.

Did you find this page useful? Please give it a rating: