Get column and row of count from GridLayoutGroup programmatically

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I have a panel with GridLayoutGroup on it. Constraint is set to "Flexible" so it is not fixed in row and column and i don't want it to be.

Now I want get the column count for this GridLayout in code behind, and then change the size of cells to fit on screen.

enter image description here

 GridLayoutGroup layoutgroup;

I have the GridLayoutGroup variable in my code, but there is no function to get columns of it.

how do I do this?

3 Answers

You have to count them manually in a loop. You can get the column and row count from the GridLayoutGroup component by doing the following:

1.Get the position of the first child of the Object under the GridLayoutGroup object. The position should be from RectTransform.anchoredPosition which returns Vector2.

2.Loop from the second child to the rest of the child objects of the GridLayoutGroup.

3.In each loop from #2, compare the x component from the first child against the x component from the current loop.

Create a boolean variable outside the loop that determines when to stop counting the row. The fault value should be false.

If the x values match, it's a column, so increment column by 1 then set the boolean variable to true.

If the x values are not the-same, and the boolean variable is false, it's a row, so increment row by 1.

Basically, you stop counting or incrementing row when column is found in the loop. That's what the boolean variable is used for.

void GetColumnAndRow(GridLayoutGroup glg, out int column, out int row)
{
    column = 0;
    row = 0;

    if (glg.transform.childCount == 0)
        return;

    //Column and row are now 1
    column = 1;
    row = 1;

    //Get the first child GameObject of the GridLayoutGroup
    RectTransform firstChildObj = glg.transform.
        GetChild(0).GetComponent<RectTransform>();

    Vector2 firstChildPos = firstChildObj.anchoredPosition;
    bool stopCountingRow = false;

    //Loop through the rest of the child object
    for (int i = 1; i < glg.transform.childCount; i++)
    {
        //Get the next child
        RectTransform currentChildObj = glg.transform.
       GetChild(i).GetComponent<RectTransform>();

        Vector2 currentChildPos = currentChildObj.anchoredPosition;

        //if first child.x == otherchild.x, it is a column, ele it's a row
        if (firstChildPos.x == currentChildPos.x)
        {
            column++;
            //Stop couting row once we find column
            stopCountingRow = true;
        }
        else
        {
            if (!stopCountingRow)
                row++;
        }
    }
}

Usage:

public GridLayoutGroup gridLG;

void Update()
{
    int column = 0;
    int row = 0;
    GetColumnAndRow(gridLG, out column, out row);
    Debug.Log("Column: " + column + "   Row: " + row);
}

You can also do it with localPosition of the children.

void CountColumnsAndRow()
    {
        Vector3 firstElementPosition = m_UpgradePanel.transform.GetChild(0).localPosition;
        foreach(Transform t in m_UpgradePanel.transform)
        {
            if (Mathf.Approximately(firstElementPosition.y, t.localPosition.y))
                m_NumOfCol++;
            else break;
        }

        m_NumOfRow = 1;
        foreach (Transform t in m_UpgradePanel.transform)
        {
            if(!Mathf.Approximately(firstElementPosition.y, t.localPosition.y))
            {
                m_NumOfRow++;
                firstElementPosition = t.localPosition;
            }
        }

        Debug.Log("RowNumber:" + m_NumOfRow + " ColumnNumber:" + m_NumOfCol);

    }

Actually, you don't have to iterate through all the children. Finding the rightmost element of the first row will be enough.

Usage example:

var grid = GetComponent<GridLayoutGroup>();
Vector2Int size = grid.Size();

Helper class:

using System;
using UnityEngine;
using UnityEngine.UI;

public static class GridLayoutGroupHelper
{
    public static Vector2Int Size(this GridLayoutGroup grid)
    {
        int itemsCount = grid.transform.childCount;
        Vector2Int size = Vector2Int.zero;

        if (itemsCount == 0)
            return size;

        switch (grid.constraint)
        {
            case GridLayoutGroup.Constraint.FixedColumnCount:
                size.x = grid.constraintCount;
                size.y = getAnotherAxisCount(itemsCount, size.x);
                break;

            case GridLayoutGroup.Constraint.FixedRowCount:
                size.y = grid.constraintCount;
                size.x = getAnotherAxisCount(itemsCount, size.y);
                break;

            case GridLayoutGroup.Constraint.Flexible:
                size = flexibleSize(grid);
                break;

            default:
                throw new ArgumentOutOfRangeException($"Unexpected constraint: {grid.constraint}");
        }

        return size;
    }

    private static Vector2Int flexibleSize(this GridLayoutGroup grid)
    {
        int itemsCount = grid.transform.childCount;
        float prevX = float.NegativeInfinity;
        int xCount = 0;

        for (int i = 0; i < itemsCount; i++)
        {
            Vector2 pos = ((RectTransform)grid.transform.GetChild(i)).anchoredPosition;

            if (pos.x <= prevX)
                break;

            prevX = pos.x;
            xCount++;
        }

        int yCount = getAnotherAxisCount(itemsCount, xCount);
        return new Vector2Int(xCount, yCount);
    }

    private static int getAnotherAxisCount(int totalCount, int axisCount)
    {
        return totalCount / axisCount + Mathf.Min(1, totalCount % axisCount);
    }
}
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