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UnityEngineRectTransform

API reference for UnityEngineRectTransform.

Properties

PropertyTypeAccess
anchoredPositionVector2get, set
anchoredPosition3DVector3get, set
anchorMaxVector2get, set
anchorMinVector2get, set
childCountintget
drivenByObjectUnityEngineObjectget
eulerAnglesVector3get, set
forwardVector3get, set
gameObjectGameObjectget
hasChangedboolget, set
hierarchyCapacityintget, set
hierarchyCountintget
localEulerAnglesVector3get, set
localPositionVector3get, set
localRotationQuaternionget, set
localScaleVector3get, set
localToWorldMatrixUnityEngineMatrix4x4get
lossyScaleVector3get
namestringget, set
offsetMaxVector2get, set
offsetMinVector2get, set
parentTransformget, set
pivotVector2get, set
positionVector3get, set
rectUnityEngineRectget
rightVector3get, set
rootTransformget
rotationQuaternionget, set
sizeDeltaVector2get, set
transformTransformget
upVector3get, set
worldToLocalMatrixUnityEngineMatrix4x4get

Methods

DetachChildren

DetachChildren() -> void

Equals

Equals(other: object) -> bool

Find

Find(n: string) -> Transform

ForceUpdateRectTransforms

ForceUpdateRectTransforms() -> void

GetChild

GetChild(index: int) -> Transform

GetComponent

GetComponent(type: string) -> UnityEngineComponent
GetComponent(type: SystemType) -> UnityEngineComponent
GetComponent(type: SystemType) -> UnityEngineObject

GetComponentInChildren

GetComponentInChildren(includeInactive: bool, type: SystemType) -> UnityEngineObject
GetComponentInChildren(t: SystemType, includeInactive: bool) -> UnityEngineComponent
GetComponentInChildren(t: SystemType) -> UnityEngineComponent
GetComponentInChildren(type: SystemType) -> UnityEngineObject

GetComponentInParent

GetComponentInParent(includeInactive: bool, type: SystemType) -> UnityEngineObject
GetComponentInParent(t: SystemType, includeInactive: bool) -> UnityEngineComponent
GetComponentInParent(t: SystemType) -> UnityEngineComponent
GetComponentInParent(type: SystemType) -> UnityEngineObject

GetComponents

GetComponents(results: SystemCollectionsGenericList`1[[UnityEngineObject, UnityEngineCoreModule, Version=0000, Culture=neutral, PublicKeyToken=null]], type: SystemType) -> void
GetComponents(type: SystemType, results: SystemCollectionsGenericList`1[[UnityEngineComponent, UnityEngineCoreModule, Version=0000, Culture=neutral, PublicKeyToken=null]]) -> void
GetComponents(type: SystemType) -> UnityEngineComponent[]
GetComponents(type: SystemType) -> UnityEngineObject[]

GetComponentsInChildren

GetComponentsInChildren(results: SystemCollectionsGenericList`1[[UnityEngineObject, UnityEngineCoreModule, Version=0000, Culture=neutral, PublicKeyToken=null]], type: SystemType) -> void
GetComponentsInChildren(includeInactive: bool, result: SystemCollectionsGenericList`1[[UnityEngineObject, UnityEngineCoreModule, Version=0000, Culture=neutral, PublicKeyToken=null]]) -> void
GetComponentsInChildren(includeInactive: bool, type: SystemType) -> UnityEngineObject[]
GetComponentsInChildren(t: SystemType, includeInactive: bool) -> UnityEngineComponent[]
GetComponentsInChildren(t: SystemType) -> UnityEngineComponent[]
GetComponentsInChildren(type: SystemType) -> UnityEngineObject[]

GetComponentsInParent

GetComponentsInParent(includeInactive: bool, results: SystemCollectionsGenericList`1[[UnityEngineObject, UnityEngineCoreModule, Version=0000, Culture=neutral, PublicKeyToken=null]]) -> void
GetComponentsInParent(includeInactive: bool, type: SystemType) -> UnityEngineObject[]
GetComponentsInParent(t: SystemType, includeInactive: bool) -> UnityEngineComponent[]
GetComponentsInParent(t: SystemType) -> UnityEngineComponent[]
GetComponentsInParent(type: SystemType) -> UnityEngineObject[]

GetEnumerator

GetEnumerator() -> SystemCollectionsIEnumerator

GetHashCode

GetHashCode() -> int

GetInstanceID

GetInstanceID() -> int

GetLocalCorners

GetLocalCorners(fourCornersArray: Vector3[]) -> void

GetLocalPositionAndRotation

GetLocalPositionAndRotation(localPosition: Vector3, localRotation: Quaternion) -> Quaternion

GetPositionAndRotation

GetPositionAndRotation(position: Vector3, rotation: Quaternion) -> Quaternion

GetSiblingIndex

GetSiblingIndex() -> int

GetType

GetType() -> SystemType

GetWorldCorners

GetWorldCorners(fourCornersArray: Vector3[]) -> void

InverseTransformDirection

InverseTransformDirection(x: float, y: float, z: float) -> Vector3
InverseTransformDirection(direction: Vector3) -> Vector3

InverseTransformPoint

InverseTransformPoint(x: float, y: float, z: float) -> Vector3
InverseTransformPoint(position: Vector3) -> Vector3

InverseTransformVector

InverseTransformVector(x: float, y: float, z: float) -> Vector3
InverseTransformVector(vector: Vector3) -> Vector3

IsChildOf

IsChildOf(parent: Transform) -> bool

LookAt

LookAt(target: Transform, worldUp: Vector3) -> void
LookAt(target: Transform) -> void
LookAt(worldPosition: Vector3, worldUp: Vector3) -> void
LookAt(worldPosition: Vector3) -> void

Rotate

Rotate(xAngle: float, yAngle: float, zAngle: float, relativeTo: UnityEngineSpace) -> void
Rotate(xAngle: float, yAngle: float, zAngle: float) -> void
Rotate(axis: Vector3, angle: float, relativeTo: UnityEngineSpace) -> void
Rotate(axis: Vector3, angle: float) -> void
Rotate(eulers: Vector3, relativeTo: UnityEngineSpace) -> void
Rotate(eulers: Vector3) -> void

RotateAround

RotateAround(point: Vector3, axis: Vector3, angle: float) -> void

SetAsFirstSibling

SetAsFirstSibling() -> void

SetAsLastSibling

SetAsLastSibling() -> void

SetInsetAndSizeFromParentEdge

SetInsetAndSizeFromParentEdge(edge: UnityEngineRectTransformEdge, inset: float, size: float) -> void

SetLocalPositionAndRotation

SetLocalPositionAndRotation(localPosition: Vector3, localRotation: Quaternion) -> void

SetParent

SetParent(parent: Transform, worldPositionStays: bool) -> void
SetParent(p: Transform) -> void

SetPositionAndRotation

SetPositionAndRotation(position: Vector3, rotation: Quaternion) -> void

SetSiblingIndex

SetSiblingIndex(index: int) -> void

SetSizeWithCurrentAnchors

SetSizeWithCurrentAnchors(axis: UnityEngineRectTransformAxis, size: float) -> void

ToString

ToString() -> string

TransformDirection

TransformDirection(x: float, y: float, z: float) -> Vector3
TransformDirection(direction: Vector3) -> Vector3

TransformPoint

TransformPoint(x: float, y: float, z: float) -> Vector3
TransformPoint(position: Vector3) -> Vector3

TransformVector

TransformVector(x: float, y: float, z: float) -> Vector3
TransformVector(vector: Vector3) -> Vector3

Translate

Translate(x: float, y: float, z: float, relativeTo: UnityEngineSpace) -> void
Translate(x: float, y: float, z: float, relativeTo: Transform) -> void
Translate(x: float, y: float, z: float) -> void
Translate(translation: Vector3, relativeTo: UnityEngineSpace) -> void
Translate(translation: Vector3, relativeTo: Transform) -> void
Translate(translation: Vector3) -> void