Need some help, think I back myself into a corner:
I have a Canvas (and panel) set to World Space and disabled until the UI is needed. When it’s needed, it’s enabled and then gameobjects are added to it as children and displayed correctly (in a loop they are all added to the middle of the screen, scaled up, and rotated and can be seen in the game view. Everything is fine up until this point…
When I try to move the children, things go crazy and I finally realized my Canvas is scaled to .02, .02, .02 and the panel is scaled to .6, .6, .1 If I try this:
function FindHandandMove(){
var hand1 = GameObject.Find("Hand 1");
var pos1 = Vector3(280, 380, -1);
hand1.transform.position = pos1;
}
(or iTween.MoveTo(hand1,pos1, 0)![]()
The position it goes to is 19021.67, -211.67, -37900
Is there a way to correct this and keep the current Canvas/Panel scales?