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Duplicate
Votes
9
Found in
5.3.4f1
Issue ID
822182
Regression
Yes
Nested canvas anchor's position reset to bottom left after entering playmode.
Steps to reproduce:
1. Create a new project.
2. Add "UI>Canvas" gameobject.
3. Add a child canvas to previous canvas.
4. Set child's achor to Middle center.
5. Enter play mode
6. Anchor positions are reset to bottom left for child.
Expected behaviour: Anchor positions saved.
Actual behaviour: Anchor's reset after loading project/entering play mode.
Reproduced on: 5.4.0f3, 5.4.0p1, 5.5.0a5.
Not reproduced on: 5.2.4f1, 5.3.4f1, 5.3.5f1, 5.3.6p2.
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PoppinFresh
Nov 13, 2016 22:34
Currently using v 5.4.1 and I'm having this issue with numerous canvases. Definitely not fixed in this version.
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spelkraft
Oct 24, 2016 17:46
Is this bug lost inte limbo as it is marked as a duplicate of issue #822354 which marked as fixt (but is NOT)? There is now way of voting on this issue being fixed. My fix is working but still annoying as things look broken in editor (before script fix things on play)
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spelkraft
Oct 19, 2016 20:52
I just upgraded to 5.4.1f1 from 5.3.5p2 and discovered this bug. Super annoying! My fix (until it's gets fixed for real) is to create a script that corrects the rectTransform settings on Start. That way it kind of fixes what unity destroys.
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helylle-filten
Oct 18, 2016 10:50
It worked for me in 5.4.1f1 to move all the children out of the parent canvas, positioning and saving, and then moving them back in.
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BoboShu
Sep 09, 2016 04:40
This bug Also in 5.4.1f1!!. fuck this !! please fit this!
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adamt
Aug 17, 2016 23:57
This is a showstopper for us. We have a ton of nested canvases in our UI and cannot use them across mobile devices with differing resolutions. I wanted to give you more information about our use case in case it helps narrow down the issue.
We have a Canvas Scaler on our UIRoot object set to Scale With Screen Size. Our reference resolution (1334x750 - iPhone 6/6 Plus) looks fine, but on other devices (e.g., iPhone 5 at 1136x640) the nested canvases are both anchored to the bottom left of the root canvas AND scaled down. This happens in both play mode and on-device. So even if we have our game window set to 1136x640 to emulate an iPhone 5, the UIRoot canvas is still set to 1334x750, but all nested canvases are set to 1136x640 and as such, don't take up the full dimensions of the screen.
Weirdly, if our nested canvases are set to World Space, the dimensions are correct (i.e., they take up the full width and height of the UIRoot canvas). But then we lose out on being able to override sorting order, which we need for UIs overlaid on other UI elements (we ideally want the nested canvases to use Screen Space - Overlay).
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This is a duplicate of issue #822354