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<title>Adapters</title><!-- HEAD_svelte-i5aht6_START --><meta property="og:title" content="Adapters"><meta name="description" property="og:description" content="Flexalon lets Unity developers arrange objects in 3D layouts that are precise and easy to adjust. Use built-in interactions and animations to create powerful experiences."><meta name="image" property="og:image" content="../images/flexalon-1200x630.png"><meta name="twitter:card" content="summary_large_image"><meta name="twitter:title" content="Adapters"><meta name="twitter:site" content="@alon_farchy"><meta name="twitter:description" content="Flexalon lets Unity developers arrange objects in 3D layouts that are precise and easy to adjust. Use built-in interactions and animations to create powerful experiences."><meta name="twitter:image" content="../images/flexalon-1200x630.png"><!-- HEAD_svelte-i5aht6_END -->
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<div class="flex flex-col w-full p-10 lg:ml-[300px]"><div class="doc svelte-194nj6y">
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<div class="text-white text-2xl mb-10">Adapters</div>
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<p>An Adapter determines two things:
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</p>
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<p class="ml-10">1. How external Unity components like MeshRenderer, TMP_Text, and Colliders affect gameObjects using SizeType.ComponentSize.
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</p>
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<p class="ml-10">2. How layout results will modify those a gameObject's components and localScale.
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</p>
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<p>Flexalon has built-in adapters for:</p>
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<table><tr><td>TextMeshPro.TMP_Text</td>
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<td>The component size is the size of the text. The RectTransform
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is resized to fit the text. The gameObject scale is set to the Scale value of the FlexalonObject.
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</td></tr>
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<tr><td>RectTransform</td>
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<td>The component size is the size of the rectTransform.
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The gameObject scale is set to the Scale value of the FlexalonObject.
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</td></tr>
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<tr><td>MeshRenderer</td>
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<td>The component size is the size of the renderer local bounds.
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The gameObject is scaled uniformly where possible.
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</td></tr>
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<tr><td>SpriteRenderer</td>
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<td>The component size is the size of the sprite.
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The gameObject is scaled uniformly, depth scale is 1.
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</td></tr>
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<tr><td>Collider</td>
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<td>The component size is the size of the collider local bounds, which depends on the type of collider.
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The gameObject is scaled uniformly where possible.
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</td></tr>
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<tr><td>Collider2D</td>
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<td>The component size is the size of the collider local bounds, which depends on the type of collider.
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The gameObject is scaled uniformly where possible, depth scale is 1.
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</td></tr>
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<tr><td>Canvas (UGUI)</td>
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<td>Non-root canvases or canvases with renderMode set to World Space are adapted as RectTransforms.
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Root canvas sizes are never modified, since they are controlled by Unity.
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</td></tr>
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<tr><td>Image (UGUI)</td>
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<td>If only one axis is set to Component size, it is set to the aspect ratio of the sprite.
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The gameObject scale is set to the Scale value of the FlexalonObject.
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</td></tr></table>
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<p class="text-xl mt-10">Implementing a custom adapter</p>
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<p>To provide your own sizing strategy, implement Adapter and call:</p>
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<p style="font-family:'Courier New', Courier, monospace">Flexalon.GetOrCreateNode(gameObject).SetAdapter(yourObject);
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</p>
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<p class="text-xl mt-10">Measure</p>
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<p style="font-family:'Courier New', Courier, monospace">Bounds <b>Measure</b>(FlexalonNode node, Vector3 size, Vector3 min, Vector3 max);
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</p>
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<table><tr><td>node</td>
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<td>The node to be measured.</td></tr>
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<tr><td>size</td>
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<td>The size set by the Flexalon Object Component. Update any axis set to SizeType.Component.</td></tr>
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<tr><td>min</td>
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<td>The minimum set by the Flexalon Object Component. Ensure the returned bounds fit in min/max.</td></tr>
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<tr><td>max</td>
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<td>The maximum set by the Flexalon Object Component. Ensure the returned bounds fit in min/max.</td></tr>
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<tr><td>Return Value</td>
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<td>The measured size to use in layout.</td></tr></table>
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<p class="mt-10">Call node.GetSizeType() to determine which axes should be adjusted.
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Return a bounds that includes the passed in size and the auto size.
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</p>
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<p class="text-xl mt-10">UpdateSize</p>
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<p style="font-family:'Courier New', Courier, monospace">Vector3 <b>UpdateSize</b>(FlexalonNode node);
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</p>
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<table><tr><td>node</td>
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<td>The node to be sized.</td></tr>
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<tr><td>size</td>
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<td>The final layout size.</td></tr>
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<tr><td>Return Value</td>
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<td>The desired scale of this gameObject.</td></tr></table>
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<p class="mt-10">Update components on this node's gameObject to match the passed in size.
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Do not adjust the Transform component.
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Return what the gameObject's scale should be in local space.
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