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Question by DangerosoDavo · Jun 29, 2017 at 03:49 PM · cameracanvastransform.positionscreenspacepostion

RectTransform.localPosition = Vector3 Not setting correctly

I've made a script to set a UI element by its screen position. T$$anonymous$$s is being obtained correctly but the position is being set strangly, im trying to figure out why. It doesn't seem to set the position as i want it. Can someone please help.

I made a test script to do the following get the position of a gameobject. get the screen position of t$$anonymous$$s position (t$$anonymous$$s is just testing how the works (converting a worldspace to screenspace) Then i tried to make it set the position of an object on the canvas to these screenspace co-ordinates

The test script is as follows: using System.Collections; using System.Collections.Generic; using UnityEngine;

 [ExecuteInEditMode]
 public class GridPositionTest : MonoBehaviour {
 
     private Canvas canvas;
 
     [Header("Debug")]
     public GameObject obj;
     public GameObject repositionObject;
     public Vector3 canvasPosition;
     public Vector3 canvasOffset;
 
     // Use t$$anonymous$$s for initialization
     void Start () {
         canvas = GetComponent<Canvas>();
         canvasOffset = canvas.transform.position;
     }
     
     // Update is called once per frame
     void Update () {
         canvasOffset = canvas.transform.position;
         if (obj != null)
         {
             canvasPosition = RectTransformUtility.WorldToScreenPoint(Camera.main, obj.transform.position);
             if (repositionObject != null)
             {
                 RectTransform rect = repositionObject.GetComponent<RectTransform>();
                 rect.localPosition = canvasPosition;
             }
         }
     }
 }

T$$anonymous$$s is the script in the ingame editor: alt text

T$$anonymous$$s is the resulting position: alt text

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