アンカー基準点に対する RectTransform の相対的なピボットの位置
Anchored Position は、アンカー参照ポイントを考慮した RectTransform のピボットの位置です。
アンカー基準点は、アンカーの位置です。 アンカーが一緒ではない場合、Unity はピボット配置を参照して 4 つのアンカー位置を推定します。
Note: The Inspector changes which properties are exposed based on which anchor preset is in use. For more information see Rect Transform and Basic Layout.
using UnityEngine;
public class Example : MonoBehaviour { RectTransform m_RectTransform; float m_XAxis, m_YAxis;
void Start() { //Fetch the RectTransform from the GameObject m_RectTransform = GetComponent<RectTransform>(); //Initiate the x and y positions m_XAxis = 0.5f; m_YAxis = 0.5f; }
void OnGUI() { //The Labels show what the Sliders represent GUI.Label(new Rect(0, 20, 150, 80), "Anchor Position X : "); GUI.Label(new Rect(300, 20, 150, 80), "Anchor Position Y : ");
//Create a horizontal Slider that controls the x and y Positions of the anchors m_XAxis = GUI.HorizontalSlider(new Rect(150, 20, 100, 80), m_XAxis, -50.0f, 50.0f); m_YAxis = GUI.HorizontalSlider(new Rect(450, 20, 100, 80), m_YAxis, -50.0f, 50.0f);
//Detect a change in the GUI Slider if (GUI.changed) { //Change the RectTransform's anchored positions depending on the Slider values m_RectTransform.anchoredPosition = new Vector2(m_XAxis, m_YAxis); } } }
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