问题
I am working on a store page. The page is filled with panel prefabs. For some reason when it fills the prefabs it is more than doubling the scale size of the prefab. If I drag the prefab into place it works as expected.
I don't have any code in the program targeting scale. I am not sure where it is coming from.
This is the code I am using for the list population.
[System.Serializable]
public class Item
{
public string itemName;
public int price;
}
public class ShopScrollList : MonoBehaviour {
public List<Item> itemList;
public Transform contentPanel;
public Text storeDisplayText;
public SimpleObjectPool buttonObjectPool;
void Start () {
RefreshDisplay();
}
private void RefreshDisplay()
{
AddButtons();
}
private void AddButtons()
{
for (int i = 0; i < itemList.Count; i++)
{
Item item = itemList[i];
GameObject newButton = buttonObjectPool.GetObject();
newButton.transform.SetParent(contentPanel);
ButtonDetails buttonDetails = newButton.GetComponent<ButtonDetails>();
buttonDetails.Setup(item, this);
}
}
}
SimpleObjectPool Script:
// A very simple object pooling class
public class SimpleObjectPool : MonoBehaviour
{
// the prefab that this object pool returns instances of
public GameObject prefab;
// collection of currently inactive instances of the prefab
private Stack<GameObject> inactiveInstances = new Stack<GameObject>();
// Returns an instance of the prefab
public GameObject GetObject()
{
GameObject spawnedGameObject;
// if there is an inactive instance of the prefab ready to return, return that
if (inactiveInstances.Count > 0)
{
// remove the instance from teh collection of inactive instances
spawnedGameObject = inactiveInstances.Pop();
}
// otherwise, create a new instance
else
{
spawnedGameObject = (GameObject)GameObject.Instantiate(prefab);
// add the PooledObject component to the prefab so we know it came from this pool
PooledObject pooledObject = spawnedGameObject.AddComponent<PooledObject>();
pooledObject.pool = this;
}
// put the instance in the root of the scene and enable it
spawnedGameObject.transform.SetParent(null);
spawnedGameObject.SetActive(true);
// return a reference to the instance
return spawnedGameObject;
}
// Return an instance of the prefab to the pool
public void ReturnObject(GameObject toReturn)
{
PooledObject pooledObject = toReturn.GetComponent<PooledObject>();
// if the instance came from this pool, return it to the pool
if (pooledObject != null && pooledObject.pool == this)
{
// make the instance a child of this and disable it
toReturn.transform.SetParent(transform);
toReturn.SetActive(false);
// add the instance to the collection of inactive instances
inactiveInstances.Push(toReturn);
}
// otherwise, just destroy it
else
{
Debug.LogWarning(toReturn.name + " was returned to a pool it wasn't spawned from! Destroying.");
Destroy(toReturn);
}
}
}
// a component that simply identifies the pool that a GameObject came from
public class PooledObject : MonoBehaviour
{
public SimpleObjectPool pool;
}
How can I debug to figure out where the issue is coming from. There is only one thing in here affecting the transform and that shouldn't adjust the scale.
回答1:
The answer is:
newButton.transform.SetParent(contentPanel, false);
https://docs.unity3d.com/ScriptReference/Transform.SetParent.html
//this makes the player keep its local orientation rather than its global orientation. player.transform.SetParent(newParent, false);
来源:https://stackoverflow.com/questions/40621184/how-to-debug-a-scale-issue