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Unity Engine


GetScreenRect

Returns the screen-space axis-aligned bounding box of the given RectTransform.
Read time 1 minuteLast updated 5 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.UIModule

GetScreenRect(RectTransform)

Returns the screen-space axis-aligned bounding box of the given RectTransform.
public static Rect GetScreenRect(this RectTransform rectTransform)

Parameters

rectTransform

The RectTransform whose screen-space bounding box to compute.

Returns

Type

Description

RectA Rect describing the screen-space bounding box in pixels. Width and height are always non-negative.

Remarks

The four world-space corners are projected to screen space using Camera.main. For Screen Space - Overlay canvases, the corners are already in screen-pixel coordinates and camera projection is skipped regardless of whether Camera.main is set, to avoid double-projecting them.
Note: This method uses Camera.main for camera projection. For canvases rendered by a specific non-main camera, use RectTransformUtility.GetScreenRect(RectTransform,Camera) and pass the correct camera explicitly.
Additional Resources: RectTransformUtility.GetScreenRect(RectTransform,Camera).

GetScreenRect(RectTransform, Camera)

Returns the screen-space axis-aligned bounding box of the given RectTransform, using the specified camera for projection.
public static Rect GetScreenRect(this RectTransform rectTransform, Camera camera)

Parameters

rectTransform

The RectTransform whose screen-space bounding box to compute.

camera

The camera to use for world-to-screen projection. If null, or if the RectTransform belongs to a Screen Space - Overlay canvas, camera projection is skipped and the world corners are used directly as screen coordinates.

Returns

Type

Description

RectA Rect describing the screen-space bounding box in pixels. Width and height are always non-negative.

Remarks

The four world-space corners are projected to screen space using the provided camera. For Screen Space - Overlay canvases, projection is skipped regardless of the camera argument to avoid double-projecting coordinates that are already in screen space.
Use the no-argument overload RectTransformUtility.GetScreenRect(RectTransform) to project using Camera.main.
Additional Resources: RectTransformUtility.GetScreenRect(RectTransform).