Scale UI buttons and images with screen size - unity3d

I ma developing a game for unity and i want to be able to scale my buttons and UI elements to fit different screen sizes. Please how can i go about this? I have tried scale with screen size and it doesn't seem to help me. Is there a script i can use for this?

You will want to use a canvas scaler for this.
You simply attach this object to your canvas parenting your UI elements and it will scale them acordingly.
You will also want to make sure your UI elements are anchored correctly so that they stretch with their correct anchor point.

Related

Unity gameobjects and text ui change size and position while changing resolution

sorry I have to put all of this as an image but I couldn't post this with text as when creating the original post something happened to where it was flagged as spam. I figured this would be the only way?
Unity's UI screen is different from the in-game world space.
For the UI part you can easily fix the issue of the size and position by considering the following:
First thing you need to check is the Canvas Scaler component which is automaticaly generated on your Canvas gameobject.
Canvas Scaler Example
First under The UI Scale Mode you should choose the "Scale with Screen Size" which will make UI elements bigger the bigger the screen is.
Second is the Reference Resolution which is the resolution the UI layout is designed for. If the screen resolution is larger, the UI will be scaled up, and if it's smaller, the UI will be scaled down. A good example is to set the dimensions int something like this (1920x1080) which is the most common landscape resolution.
Third is the Screen Match Mode which is a mode used to scale the canvas area if the aspect ratio of the current resolution doesn't fit the reference resolution. With other words if you change your in-game resolution this will handle your UI elements.
Fourth is Match which will determine if the scaling is using the width or height as reference, or a mix in between. So if your game is in landscape mode you should set it to 0, if it's in portrait mode you should set it to 1.
Last thing to keep in mind that will affect your UI elements position is the Anchor presets which is part of the Rect Transform component on each of your UI elements.

UI Panels are not positioning themselves according to screen size

My UI elements inside my panels are scaling fine with screen size, but the distance between my different panels is not. I have 3 panels in my scene at different relative position which i set at 1920x1080 reference resolution, and switching between them using animation. But when i change the game view resolution, these panels do not align themselves right. Here are the screenshots:
These are the panels at 1920x1080 which i set.
These are the panels when i set game view resolution to 2340x1080. As you can see, the "settings" panel is still fine but the "more settings" panel does not repositioned correctly.
The same thing happens when i set game resolution to 800x480.
Please help me..
The easiest way you can achieve what you are attempting to do is to use a component called GridLayoutGroup. Add this component to a parent object, child all three of your UI elements to it, and set the column count to 2. I can add an example in a bit, currently building a project.
Edit: Here is a gif example of the above solution.

While adding a canvas and then text into a gameobject, Canvas and text size problem

I am working on a 2d project with unity engine. (I am a newbie)
As you can see in image I already have a canvas for UI elements but also I have gameobjects under player element. I want to add text inside "govde" element. but when I add it;
at left bottom you can see my game. but canvas and text size is HUGE.
I dont know what is wrong with my game or canvas but I could not solve this.
By the way my gun works well so there are no errors in game. here is a photo of game scene;
Thank you for any kind of help. Have a nice day:)
EDIT : I Wanted to show the text box I wanted; please consider the numbers are so small. What I am asking is when width:2 and height:1 ok my textbox fits inside that car but since it is so small, i cannot show even 1 characters inside text box even if I make font size : 1. My english is not perfect sorry if I make any mistake. Here is picture;
and IF I Make bigger to everything, They don't fit to my game screen. I tried to move camera to far away but that did not changed to my Game Screen.
LASTLY: When I add my a text inside my UI CANVAS, it perfectly fits. But when I add same textbox to game object called Player as I needed, it is TOO BIG
SOLUTION : For anybody who deals with same problem try to create a text object inside a UI CANVAS, after that create another canvas inside game object. And lastly, drag textbox into second canvas . That solved all my problems. My second canvas is still huge and when I make it smaller my textbox gets smaller and smaller so I cannot use it again but I let canvas to be huge, no problem for me at all. Thanks for helps.
The text you created is the tiny black ‘New Text’ above the word basla. The canvas isn't actually viewable, you can add a ‘Panel’ underneath to confirm its size.
edit set font size and change width and height of text
keep scale at 1,1,1, track all the parent scale of each parent object, they do multiply in scale as you go down, so if one parent has scale 2,2,2 and its parent has scale 3,3,3 by the time you get to the text at 1,1,1 its scaled to 6,6,6 so keep this in mind and reorganize you hierarchy as needed

How to make responsible camera for multiplie resolutions?

I m working and some 2d game for mobile phones relate to chess, and I have a trouble with show board for different resolutions of mobile screens.
Here u can see how it must be on 9:16 resolution:
https://drive.google.com/open?id=1MFt-FtEtqkk7QWQC2oAtMBA0WAgOIV4h
And how it looks on smaller screen:
https://drive.google.com/open?id=11WLYZwHEa9ijXbekzUbE5ZbjbEnjZ6Lb
How can I protect my chess board from cropping?
Answer: it depends on how you want it to look.
If you just want it to fit perfectly horizontally, you need to perform 3 steps:
Evaluate the width of the Sprite (with Sprite.bounds)
Evaluate the width of the current screen (with Screen.width and using the main Camera)
Scale the Sprite to fit the screen
If you are using UI elements, you can do the same thing but you won't need to use Camera, just scaling according to the Screen width (look for RectTransform.deltaSize to give you the size of a UI element).
If you are using UI, also consider using layout groups, they help you with fitting the content to screen size.
Anyway, in a device with small width, maybe the table will get too small and you might have to think about better options to display the board instead of just scaling with screen width.

Canvas too big for the camera in Unity

I have created a 2D game with an orthogonal camera and using 16:9 display size.
I dragged my background image onto the hierarchy (it's about 2048x1152) and then set the camera size to be 22.5, which made it fit the background perfectly and displays just right.
However, when I add a Canvas for a UI it is absolutely giant, about 100 times bigger. It only becomes 'normal' size with respect everything else added when I set the camera to its default size of 5. So when I add a small graphic, it too becomes giant.
I'm simply following a book I read and I'm not doing anything to deviate.
Am I doing something wrong? Below is what I mean. The background image is the little image in the bottom right and the outlined rectangle is the canvas with a small graphic added.
Thanks.
To force your Hierarchy Canvas UI to the same resolution as the Camera View in your Unity Editor Scene window resolution (i.e. not ridiculously massive), or in other words get the Canvas to fit into the Camera size in the Scene, do the following:
Set the Canvas component's Render Mode to Screen Space - Camera.
Make sure you select or drag the relevant Camera from the Hierarchy to the Render Camera field in the Inspector.
You should use the Unity canvas for this along with the canvas scaler component. If I'm not mistaken it will scale all elements relative to the screen they are viewed on.
The canvas scaler allows you to match the scaling based on a preferred viewport size which is a life saver.
However this may not fit you needs perfectly as it would mean that the background element would become fixed. So if you wanted to pan the element you would need to move it's x and y elements within the canvas.
Hope that helps?