Skip to content

Instantly share code, notes, and snippets.

@luke161
Last active October 11, 2021 05:41
Show Gist options
  • Star 5 You must be signed in to star a gist
  • Fork 1 You must be signed in to fork a gist
  • Save luke161/ea44eab73891d3bcfcb79d6491f81a60 to your computer and use it in GitHub Desktop.
Save luke161/ea44eab73891d3bcfcb79d6491f81a60 to your computer and use it in GitHub Desktop.
Unity UI component that modifies a RectTransform so it fits within Screen.SafeArea. Useful for adapting Unity UI for the iPhone X. Works by setting the edge offset of the RectTransform, the RectTransform should be setup to stretch to all corners of it's parent.
/**
* UISafeArea.cs
* Author: Luke Holland (http://lukeholland.me/)
*/
namespace UnityEngine.UI
{
[RequireComponent(typeof(RectTransform))]
public class UISafeArea : MonoBehaviour
{
[SerializeField] private bool _ignoreTop = false;
[SerializeField] private bool _ignoreBottom = false;
[SerializeField] private bool _ignoreLeft = false;
[SerializeField] private bool _ignoreRight = false;
private RectTransform _rectTransform;
private Vector2 _lastMin, _lastMax;
protected void Awake()
{
_rectTransform = GetComponent<RectTransform>();
UpdateSafeArea();
}
protected void OnEnable()
{
UpdateSafeArea();
}
protected void OnRectTransformDimensionsChange()
{
if (!gameObject.activeInHierarchy) return;
StartCoroutine(RoutineDelayUpdate());
}
public void UpdateSafeArea(bool force = false)
{
if (_rectTransform == null || !gameObject.activeInHierarchy) return;
Canvas canvas = GetComponentInParent<Canvas>();
if (canvas != null && _rectTransform.parent != null)
{
Rect safeArea = Screen.safeArea;
RectTransform parentTransform = _rectTransform.parent.GetComponent<RectTransform>();
Rect parentRect = parentTransform.rect;
// convert screen rect to canvas space, relative to the parent
Vector2 min, max;
RectTransformUtility.ScreenPointToLocalPointInRectangle(parentTransform, safeArea.min, canvas.worldCamera, out min);
RectTransformUtility.ScreenPointToLocalPointInRectangle(parentTransform, safeArea.max, canvas.worldCamera, out max);
// apply
Vector2 offsetMin = new Vector2(min.x - parentRect.xMin, min.y - parentRect.yMin);
Vector2 offsetMax = new Vector2(max.x - parentRect.xMax, max.y - parentRect.yMax);
if (offsetMin != _lastMin || offsetMax != _lastMax || force)
{
// validate change before applying, prevents recursion caused by 'OnRectTransformDimensionsChange'
_lastMin = offsetMin;
_lastMax = offsetMax;
if (_ignoreLeft) offsetMin.x = _rectTransform.offsetMin.x;
if (_ignoreRight) offsetMax.x = _rectTransform.offsetMax.x;
if (_ignoreBottom) offsetMin.y = _rectTransform.offsetMin.y;
if (_ignoreTop) offsetMax.y = _rectTransform.offsetMax.y;
_rectTransform.offsetMin = offsetMin;
_rectTransform.offsetMax = offsetMax;
}
}
}
private System.Collections.IEnumerator RoutineDelayUpdate()
{
yield return new WaitForEndOfFrame();
UpdateSafeArea(false);
}
}
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment