Please see the image attached to understand me. You can see Button One and Button two. But unfortunately buttons are always rectangular but i want it to be parallelogram shape.
Please help me guys
This was already done before and is still working
Checkout this thread.
The setup:
Adjust your shape texture and make it
Put your buttons under a Mask
object so you have a hierarchy like
Canvas
|---MaskObject1 (with trapez texture)
| |---Button1
|
|---MaskObject2
|---Button2
On your Mask
have an additional component RaycastMask
.
The script looks like this
using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(RectTransform))]
[RequireComponent(typeof(Image))]
public class RaycastMask : MonoBehaviour, ICanvasRaycastFilter
{
private Image _image;
private Sprite _sprite;
void Start ()
{
_image = GetComponent<Image>();
}
public bool IsRaycastLocationValid(Vector2 sp, Camera eventCamera)
{
_sprite = _image.sprite;
var rectTransform = (RectTransform)transform;
Vector2 localPositionPivotRelative;
RectTransformUtility.ScreenPointToLocalPointInRectangle((RectTransform) transform, sp, eventCamera, out localPositionPivotRelative);
// convert to bottom-left origin coordinates
var localPosition = new Vector2(localPositionPivotRelative.x + rectTransform.pivot.x*rectTransform.rect.width,
localPositionPivotRelative.y + rectTransform.pivot.y*rectTransform.rect.height);
var spriteRect = _sprite.textureRect;
var maskRect = rectTransform.rect;
var x = 0;
var y = 0;
// convert to texture space
switch (_image.type)
{
case Image.Type.Sliced:
{
var border = _sprite.border;
// x slicing
if (localPosition.x < border.x)
{
x = Mathf.FloorToInt(spriteRect.x + localPosition.x);
}
else if (localPosition.x > maskRect.width - border.z)
{
x = Mathf.FloorToInt(spriteRect.x + spriteRect.width - (maskRect.width - localPosition.x));
}
else
{
x = Mathf.FloorToInt(spriteRect.x + border.x +
((localPosition.x - border.x)/
(maskRect.width - border.x - border.z)) *
(spriteRect.width - border.x - border.z));
}
// y slicing
if (localPosition.y < border.y)
{
y = Mathf.FloorToInt(spriteRect.y + localPosition.y);
}
else if (localPosition.y > maskRect.height - border.w)
{
y = Mathf.FloorToInt(spriteRect.y + spriteRect.height - (maskRect.height - localPosition.y));
}
else
{
y = Mathf.FloorToInt(spriteRect.y + border.y +
((localPosition.y - border.y) /
(maskRect.height - border.y - border.w)) *
(spriteRect.height - border.y - border.w));
}
}
break;
case Image.Type.Simple:
default:
{
// conversion to uniform UV space
x = Mathf.FloorToInt(spriteRect.x + spriteRect.width * localPosition.x / maskRect.width);
y = Mathf.FloorToInt(spriteRect.y + spriteRect.height * localPosition.y / maskRect.height);
}
break;
}
// destroy component if texture import settings are wrong
try
{
return _sprite.texture.GetPixel(x,y).a > 0;
}
catch (UnityException e)
{
Debug.LogError("Mask texture not readable, set your sprite to Texture Type 'Advanced' and check 'Read/Write Enabled'");
Destroy(this);
return false;
}
}
}
The result looks like