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Question by HumblPi · Feb 23, 2017 at 10:03 AM · gameobjectgetcomponentcomponentaddcomponent

AddComponent for RawImage not functioning as expected

I'm having a slight time with the RawImage component within Unity. I'm trying to create a function wherein each character's health bar appears directly below the character. I do this by making a GameObject earlier in the initialization, where p is type Player.

         p.HealthDisplay = new GameObject ();
         p.HealthDisplay.transform.SetParent (stageCanvas.transform);
         p.HealthDisplay.AddComponent <RawImage> ();
         p.HealthBar = p.HealthDisplay.GetComponent <RawImage> ();
 
         p.HealthBar.transform.SetParent (stageCanvas.transform);
         p.HealthBar.texture = Resources.Load <Texture2D> (@"Textures/Blank");
         p.HealthBar.color = Color.yellow;
         p.HealthBar.enabled = true;

Then, later in the code as I'm updating the map, I use this block of code to ensure health is displayed.

         if (!p.KOd && !p.Invisible.IsActive && p.InPlay) {
 
             RawImage pImg = getImageFromPlayer (p);
 
             p.HealthBar.transform.position = new Vector3 (pImg.transform.position.x - 334,
                 pImg.transform.position.y - 381,
                 0);
             print ("DISPLAYING " + p.FirstName + "'S HEALTH BAR AT "
                 + p.HealthBar.transform.position.x + ": " + p.HealthBar.transform.position.y);
             p.HealthBar.enabled = true;
             p.HealthBar.transform.localScale = new Vector3 ((p.Health.MeterRatio * 100) / 40,
                 10, targetHealthBarImage.transform.localScale.z);
         } else {
             p.HealthBar.enabled = false;
         }
 

The "print" method displays the correct location for the Player, but the health bar does not appear on the map. Do I need to change the priority of the RawImage as I'm creating them?

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