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Border red rectangle outline
Border red rectangle outline













border red rectangle outline
  1. Border red rectangle outline update#
  2. Border red rectangle outline tv#
  3. Border red rectangle outline free#

There is also a gym, two outside courtyards, laptops, a classroom and communal TV rooms. The barge will have a round-the-clock security presence, and a team of cooks and cleaners on board. "It is a working port and we need to keep the safety of the asylum seekers on board the vessel at the heart of everything we do."

Border red rectangle outline free#

"People are free to come and go as they want, but we do have this secure fence line in place just so that people don't wander around the port. Gardening in nearby allotments and hiking tours of the area are among the activities which could be offered to some 500 migrants set to board the vesselĭeputy director for asylum accommodation Leanne Palk said: "It isn't a floating prison. The Home Office has denied claims that it is a "floating prison", saying people will be "free to come and go as they want". The alternative accommodation includes the Bibby Stockholm barge in Portland Port, Dover, which has been criticised by campaigners. Note that I used renderer as my reference for size, but obviously you can use any rectangle, as long as x,y is the top left corner.įrom what I can tell this works really well, looks great in game because I can easily move my bordered object around in all 3 axis (Even rotate it, and since line renderers always face the camera it doesn't look weird), and is not hard to implement.While we have been focusing on by-election news today, the Home Office has confirmed around 3,000 asylum seekers will be housed on non-hotel sites by autumn.

Border red rectangle outline update#

In my case I needed to constantly resize the border to keep it around my object (A text mesh for a custom text field) so every update I did this:įloat width = Mathf.Max( + paddingX * 2, minWidth) įloat x = - width / 2 įloat height = + paddingY * 2 įloat y = - height / 2 ĪlterBorder(0, new Vector3(x - thickness / 2, y, 0), new Vector3(x + width + thickness / 2, y, 0)) //Bottom edge going left to rightĪlterBorder(1, new Vector3(x + width, y + thickness / 2, 0), new Vector3(x + width, y + height - thickness / 2, 0)) //Right edge going bottom to topĪlterBorder(2, new Vector3(x + width + thickness / 2, y + height, 0), new Vector3(x - thickness / 2, y + height, 0)) //Top edge going right to leftĪlterBorder(3, new Vector3(x, y + height - thickness / 2, 0), new Vector3(x, y + thickness / 2, 0)) //Left edge going top to bottomĪlterBorder() simply accesses the appropriate line renderer (specified by first parameter) and set its start and end to the first and second vector respectively. I am currently facing the same problem, and my solution is exactly what DuckMaestro and Raven Dreamer suggested - Have a script that creates 4 child objects at runtime each of which representing a side of the border and attach line renderers to each one. Though I believe you're asking for 2-d only, note that this same idea can be applied to 3d boxes if needed, where the BoxBuilder now must create and manage 12 child edges, but again only scaling each edge in one local dimension. It will be a lot of pos.x=w/2, pos.y=h/2. With a width and height defined BoxBuilder level, you can calculate the necessary positioning and non-uniform scale of the four child edges. Each child game object is one of your box edges, and can simply be a 3d cube that is stretched in only one dimension. With that in mind, you can devise a Component, say BoxBuilder, which when attached to a GameObject, creates and manages four child GameObjects. This is much like if you were to construct a box in real-life, where you are piecing together variable lengths of wood that all have the same cross-section size. Think of your 2d box as nothing more than four lines, where each line is stretched in only one dimension (the other two dimensions are the cross-section of the edge). GUI.Box(new Rect(boxPosHiLeftCamera.x, Screen.Height - boxPosHiLeftCamera.y, width, height),"", highlightBox)

border red rectangle outline

Vector3 boxPosLowRightCamera = (boxPosLowRightWorld) įloat width = boxPosHiLeftCamera.x - boxPosLowRightCamera.x įloat height = boxPosHiLeftCamera.y - boxPosLowRightCamera.y Vector3 boxPosHiLeftCamera = (boxPosHiLeftWorld) Vector3 boxPosLowRightWorld = new Vector3(1.5f, 0, 0) Vector3 boxPosHiLeftWorld = new Vector3(0.5f, 12, 0) 3D), just remember that in Unity's world coordinates y goes from bottom to top, and in GUI y goes from top to bottom. You can use Camera.WorldToScreenPoint method if you want to outline something in world coordinates (i.e. Create a new GUIStyle using a simple rectangle as a texture (the inside of the rectangle should be transparent, of course), set up its Border value so that it is not stretched, and call GUI.Box(new Rect(.),"",myGuiStyle). If you only need a 2D rectangle, GUI is the way to go.















Border red rectangle outline