title: Unity UI RectTransform position does not make sense to me
body: <p>So, I'm using C# in unity to place some objects using Unity UI, and I have an object whose position in script is not the same as its position in the scene. I have the following code in a function:</p>
  
  <pre><code>using UnityEngine;
  using System.Collections;
  
  public class SeedChecker : MonoBehaviour {
  
      Vector3 lockedPos;
      RectTransform tran;
  
      // Use this for initialization
      void Awake () {
          tran = GetComponent&lt;RectTransform&gt;();
      }
  
      public void LockPos(Vector3 pos) {
          tran.localPosition = pos;
          lockedPos = pos;
          print (tran.localPosition);
      }
  
  }
  </code></pre>
  
  <p>As an example, this code prints that its x position is -60 -- which is the correct number that I'm looking for -- 60 pixels to the left of the middle of the screen. But, when I look in the inspector and in the scene, the x position is 0 -- and the object is positioned exactly in the middle of the screen. This makes for a rather frustrating situation, which I've also <a href="http://answers.unity3d.com/questions/961638/ui-image-position-assignment-not-working-correctly.html" rel="noreferrer">talked about here</a>. It's frustrating because it says it's getting the proper position, but when I assign this correct position to the object, it goes to what I think is the incorrect place. Is this a misunderstanding of how localpositions work in RectTransforms? My object is the child of a few objects, but all of them are zeroed to the center of the screen, and have "1" for scale values.</p>