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
You can have the same result with 1 line of code adding a new script on your Button:
within this script, on Start() just write:
GetComponent<Image>().alphaHitTestMinimumThreshold = 0.1f;
But you need to change the settings of your image as mentioned above:
Link to the tutorial: https://www.youtube.com/watch?v=8QxN7hQXkO8
In your Button source Image, in your Button component, you can use the UISprite default button sprite of Unity for the button.
If you go to your Canvas Game Object | Canvas Scaler Component / Reference Pixels Per Unit and increase the value, the button will be more rounded, if you decrease the value the button will be more rectangular.