/// adaption for cylindrical bending by herbst /// Credit Breyer /// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/#post-1777407 namespace UnityEngine.UI.Extensions { [RequireComponent(typeof(Text), typeof(RectTransform))] [AddComponentMenu("UI/Effects/Extensions/Cylinder Text")] public class CylinderText : BaseMeshEffect { public float radius; private RectTransform rectTrans; #if UNITY_EDITOR protected override void OnValidate() { base.OnValidate(); if (rectTrans == null) rectTrans = GetComponent(); } #endif protected override void Awake() { base.Awake(); rectTrans = GetComponent(); OnRectTransformDimensionsChange(); } protected override void OnEnable() { base.OnEnable(); rectTrans = GetComponent(); OnRectTransformDimensionsChange(); } public override void ModifyMesh(VertexHelper vh) { if (! IsActive()) return; int count = vh.currentVertCount; if (!IsActive() || count == 0) { return; } for (int index = 0; index < vh.currentVertCount; index++) { UIVertex uiVertex = new UIVertex(); vh.PopulateUIVertex(ref uiVertex, index); // get x position var x = uiVertex.position.x; // calculate bend based on pivot and radius uiVertex.position.z = -radius * Mathf.Cos(x / radius); uiVertex.position.x = radius * Mathf.Sin(x / radius); vh.SetUIVertex(uiVertex, index); } } } }