/// Credit Alastair Aitchison /// Sourced from - https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/issues/123/uilinerenderer-issues-with-specifying namespace UnityEngine.UI.Extensions { [AddComponentMenu("UI/Extensions/UI Line Connector")] [RequireComponent(typeof(UILineRenderer))] [ExecuteInEditMode] public class UILineConnector : MonoBehaviour { // The elements between which line segments should be drawn public RectTransform[] transforms; private Vector2[] previousPositions; private RectTransform canvas; private RectTransform rt; private UILineRenderer lr; private void Awake() { canvas = GetComponentInParent().GetParentCanvas().GetComponent(); rt = GetComponent(); lr = GetComponent(); } // Update is called once per frame void Update() { if (transforms == null || transforms.Length < 1) { return; } //Performance check to only redraw when the child transforms move if (previousPositions != null && previousPositions.Length == transforms.Length) { bool updateLine = false; for (int i = 0; i < transforms.Length; i++) { if (!updateLine && previousPositions[i] != transforms[i].anchoredPosition) { updateLine = true; } } if (!updateLine) return; } // Get the pivot points Vector2 thisPivot = rt.pivot; Vector2 canvasPivot = canvas.pivot; // Set up some arrays of coordinates in various reference systems Vector3[] worldSpaces = new Vector3[transforms.Length]; Vector3[] canvasSpaces = new Vector3[transforms.Length]; Vector2[] points = new Vector2[transforms.Length]; // First, convert the pivot to worldspace for (int i = 0; i < transforms.Length; i++) { worldSpaces[i] = transforms[i].TransformPoint(thisPivot); } // Then, convert to canvas space for (int i = 0; i < transforms.Length; i++) { canvasSpaces[i] = canvas.InverseTransformPoint(worldSpaces[i]); } // Calculate delta from the canvas pivot point for (int i = 0; i < transforms.Length; i++) { points[i] = new Vector2(canvasSpaces[i].x, canvasSpaces[i].y); } // And assign the converted points to the line renderer lr.Points = points; lr.RelativeSize = false; lr.drivenExternally = true; previousPositions = new Vector2[transforms.Length]; for (int i = 0; i < transforms.Length; i++) { previousPositions[i] = transforms[i].anchoredPosition; } } } }