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Question by Ikzer · Dec 03, 2014 at 12:13 PM · uigridbuttons

How do I distribute cells in a grid with the new UI from script?

I'm trying to fill a grid with buttons (using UnityUI), but I want them to fill the entire screen, so I calculate it's size on the fly.

I have an empty GameObject, child of the main Canvas, with a GridLayoutGroup component, and attached to it my script:

 using UnityEngine;
 using UnityEngine.UI;
 using System.Collections;
 
 public class CrearTablero: MonoBehaviour {
 
     public int rows = 4;
     public int columns = 4;
 
     private int buttonWidth;
     private int buttonHeight;
 
     public Button prefab;
     private Button button;
 
     void Start () {
 
         buttonHeight = Screen.height / rows;
         buttonWidth = Screen.width / columns;
 
         GridLayoutGroup grid = this.GetComponent<GridLayoutGroup> ();
 
         grid.cellSize = new Vector2 (buttonWidth,buttonHeight);
 
         for (int i = 0; i < rows; i++) {
             for (int j = 0; j < columns; j++) {
                 button = (Button)Instantiate(prefab);
                 button.transform.SetParent(transform);
             }
         }
     }
 }

With this I've tried to make the buttons childs of the Empty GameObject and, since they are childs of a GridLayoutGroup I expected them to appear arranged properly, but when I try it, this is what I get:

alt text

What am I doing wrong?

fzc3cqp.png (150.5 kB)
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Answer by jenci1990 · Dec 03, 2014 at 07:36 PM

 using UnityEngine;
 using UnityEngine.UI;
 using System.Collections;
 public class CrearTablero : MonoBehaviour {
     public int rows = 4;
     public int columns = 4;
     private float buttonWidth;                                        //Change
     private float buttonHeight;                                        //Change
     public Button prefab;
     private Button button;
     void Start() {
         RectTransform myRect = GetComponent<RectTransform>();        //Change
         buttonHeight = myRect.rect.height / (float)rows;            //Change
         buttonWidth = myRect.rect.width / (float)columns;            //Change
         GridLayoutGroup grid = this.GetComponent<GridLayoutGroup>();
         grid.cellSize = new Vector2(buttonWidth, buttonHeight);
         for (int i = 0; i < rows; i++) {
             for (int j = 0; j < columns; j++) {
                 button = (Button)Instantiate(prefab);
                 button.transform.SetParent(transform, false);        //Change
             }
         }
     }
 }
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