Last active
April 26, 2024 12:46
-
-
Save FlaShG/ac3afac0ef65d98411401f2b4d8a43a5 to your computer and use it in GitHub Desktop.
A small Unity helper class to convert viewport, screen or world positions to canvas space.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
/// <summary> | |
/// Small helper class to convert viewport, screen or world positions to canvas space. | |
/// Only works with screen space canvases. | |
/// </summary> | |
/// <example> | |
/// <code> | |
/// objectOnCanvasRectTransform.anchoredPosition = specificCanvas.WorldToCanvasPoint(worldspaceTransform.position); | |
/// </code> | |
/// </example> | |
public static class CanvasPositioningExtensions | |
{ | |
public static Vector3 WorldToCanvasPosition(this Canvas canvas, Vector3 worldPosition, Camera camera = null) | |
{ | |
if (camera == null) | |
{ | |
camera = Camera.main; | |
} | |
var viewportPosition = camera.WorldToViewportPoint(worldPosition); | |
return canvas.ViewportToCanvasPosition(viewportPosition); | |
} | |
public static Vector3 ScreenToCanvasPosition(this Canvas canvas, Vector3 screenPosition) | |
{ | |
var viewportPosition = new Vector3(screenPosition.x / Screen.width, | |
screenPosition.y / Screen.height, | |
0); | |
return canvas.ViewportToCanvasPosition(viewportPosition); | |
} | |
public static Vector3 ViewportToCanvasPosition(this Canvas canvas, Vector3 viewportPosition) | |
{ | |
var centerBasedViewPortPosition = viewportPosition - new Vector3(0.5f, 0.5f, 0); | |
var canvasRect = canvas.GetComponent<RectTransform>(); | |
var scale = canvasRect.sizeDelta; | |
return Vector3.Scale(centerBasedViewPortPosition, scale); | |
} | |
} |
Awsome it works for me, just be care about your canvas anchor point. (from ViewportToCanvasPosition its currently using 0.5 0.5), but in my case its 0 1).
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Hello!
This is a little modification in case that the camera is not drawn in the 100% of the screen, using the viewport rect
Thanks!