How Can I fix a Canvas along with image target using EasyAr? - unity3d

I'm having image target, I need to add buttons on image target When I ever I show the image target , that buttons need to visible without moving apart from image target. It should be fixed on my image target without move. I'm using easy ar How Can I fix this problem in unity Augumented Reality.

Related

Problem while Making Background in Unity 3D

I'm Following these steps
Follow these few steps to add texture as a camera background:
Create a new Canvas that would hold your image.
In that canvas, on Canvas component set:
Render Mode to Screen Space - Camera.
Render Camera to your main camera (drag&drop).
Plane Distance are the units, at which the background would render.
Right-click on the newly created canvas and create an Image inside of it.
On the newly created image on Image component:
Set Source Image to your desired background sprite.
and can't insert my background also
can anyone help ?
It maybe that you will have to use a raw Image instead of a normal image as I think .png files are not supported in a normal Image component

How can I set Unity editor resolutions properly

I'm new to unity and to be honest , it's resolution system looks very weird to me. Hope it will make sense once I get used to it. But for now, here is my problem:
I've set resolution under "build" tab to 1920x1080 (also tried with 16:9 ratio as well) . then I imported a 1920x1080 image. but when I try to display it, borders of the image doesn't show up. Clicking on play or pausing it doesn't solve it.
(approximately 20% of the image from all directions are not shown) .
what is the reason, and how can I solve this?
edit
Screenshots - intentionally draged sprite a little down so you can see canvas' borders.
ss1 https://prnt.sc/qj0pad
ss2 https://prnt.sc/qj0pty
ss3 https://prnt.sc/qj0pzs
This is due to your canvas size.
When you drag and drop an image onto your scene, it will import it as a UI Image and create a Canvas to hold it. On the Canvas, the UI Scale Mode field of the Canvas Scaler component is by default on Constant Pixel Size. You'll want to change it to Scale With Screen Size and then put your resolution in the Reference Resolution field that appeared (which is 800x600 by default).

Camera is scaled strangely on Android device

So I ran my project through Unity Remote and I got this left screenshot with completely messed up scaling, and after that I created new project and simply put four spheres in there and got the same result. Here are two images of that:
Why does this happen and how can I fix that?
Solution
Try to adjust the scaling of the camera from the inspector view of the camera and still if there is an issue then you need to add the scaling code of camera which would be attached to the camera. It will help you scale the camera according to your requirements on the run time.If there is issue with the aspect ration of the camera the code is present in below link with full explanation.
Note :-
Please check there should not be 2 camera attached with one game object because it would also create several problems with the view of the camera .
Code Example link:-
The aspect ratio is being adjusted through code
The problem was that when you try to debug your game using Unity Remote you need to set the Aspect Ratio in the Game Panel to the aspect ratio of your device and then it will give you the right scaling on your phone.
Anyway, if you want to get completely correct picture go for "Build and Run" option.

Unity3D - Set a (foreground) UI layer which ignores mouse clicks?

I'm currently writing up a UI-Centric game, and I've added a small image overlay over some elements on screen. However, the problem is that now I can't click any buttons behind this overlay image, regardless of transparency etc.
Just to chance it, I set up a new layer called "noUIclick" and set it to ignore every other layer under physics settings - long shot I know, but no dice. Tried also simply swapping to 3D view and moving the overlay image back on the z-axis.
Is there any easy way to set a layer for UI components which will entirely ignore/allow for passthrough of mouseclicks onto the buttons in the background?
On the Image component, uncheck raycastTarget.

Can't set canvas's background in Unity

I got a little problem with my Unity's canvas. I can't set the background image.I've added the Image component to the canvas and I've tried drag the image from the assets to Source Image, but it doesn't allowed that.
You have to set the image to a Sprite (2D and UI) in order to use it in the canvas. This is done by selecting the image in the Project window and making the change in the Inspector window, from the Texture Type dropdown. Make sure you hit apply once you have completed the changes.