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This question was closed Jun 23 at 09:16 AM by tormentoarmagedoom for the following reason:

The question is answered, right answer was accepted

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6
Question by dylanjosh · Dec 24, 2015 at 09:04 AM · uiguicanvasscale

Why does my dynamically instantiated UI element have a different scale than the prefab it was instantiated from?

My prefab has scale 2 but the instantiated version has scale 7. The code is extremely simple, only 3 lines.

 GameObject canvas = GameObject.Find("Canvas");
 GameObject newLevelBlock = Instantiate(levelBlockPrefab);
 newLevelBlock.transform.SetParent(canvas.transform);

This is happening after I switched my Canvas UI Scaling mode to Scale With Screen Size. It does not happen on the other modes. I need UI Scaling mode but also need the correct scale of the element.

As a temporary workaround, I'm saving the scale of the prefab and applying to the object after instantiation and its working fine. I can keep it like this, but I still want to know why this isn't happening and if I've done something wrong.

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Best Answer

Answer by Xarbrough · Dec 25, 2015 at 08:09 PM

Create UI From Scripting

In short: set worldPositionStays to false as a second parameter to SetParent.

 newLevelBlock.transform.SetParent(canvas.transform, false);

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avatar image Athomield3D · May 29, 2017 at 10:35 AM 0
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Worked, thank you

avatar image Vazili_KZ · May 06, 2020 at 11:27 PM 0
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Worked like a charm, thanks for the doc references it helped to understand the solution more.

avatar image Dongmany · Jun 24 at 04:50 PM 0
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You are my lifesaver.

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