There is a LOAD of threads offering possible solutions to this, however NONE of them work for a screen space - camera canvas mode.
Since it seems that I wouldn’t have gotten an answer anyways, I did some more fiddling and created a working method:
public static Rect RectTransformToScreenSpace(RectTransform transform, Camera cam, bool cutDecimals = false)
{
var worldCorners = new Vector3[4];
var screenCorners = new Vector3[4];
transform.GetWorldCorners(worldCorners);
for (int i = 0; i < 4; i++)
{
screenCorners _= cam.WorldToScreenPoint(worldCorners*);*_
if (cutDecimals)
{
screenCorners_.x = (int)screenCorners*.x;
screenCorners.y = (int)screenCorners.y;
}
}*_
return new Rect(screenCorners[0].x,
screenCorners[0].y,
screenCorners[2].x - screenCorners[0].x,
screenCorners[2].y - screenCorners[0].y);
}
After searching all of unity answers and the forum I was able to find at least 10 different approaches to this issue of which NONE worked for a Screen Space - Camera canvas mode.
From the rect I can get any information I need in screen space which is great because it makes all future calculations a whole lot easier.