As you know positions are critical in multiplayer game and I want to define same position in different resolutions in my 2d multiplayer game.
My problem is like this: if my resolution is 1080p, it works nicely. However if resolution is set to 800x600, then the other character disappears because of the camera.
How can I make it right?
1080p:
800 x 600:
This is one solution that might work in your case : Controlling Aspect Ratio in Unity
change the z of the camera (Camera.main.transform.position =) by using the screen.width and screen.height and make the screen size inversely proportional to how zoomed in (close to 0 on the z-axis) the camera is
Related
That's the setting:
I have 2 cameras in the game scene. The game must be played in a room with screens on frontal wall and on the floor. To be able to test it I just recreated the 2 screens in Unity. The goal is to make the game immersive, creating the correct illusion as the image on the left.
What I've tried so far (and it kinda worked as you can see from the screenshot) is:
Camera0: goes directly in the frontal display.
Camera1: I created a post processing effect that deforms the output texture to create the correct perspective illusion.
The problem:
The fact that I'm basically working over a texture creates some blurry effect on the borders, because the pixel density is not the same in start and deformed image.
I think the best approach would be to make the deforming transformation happen on the projection matrix of Camera1 instead. But I just failed. Have you any idea on how to approach this problem correctly?
You can let your perspective cameras do the work for you.
Set the fov of the floor camera so that it shows only as much as will fit on the screen.
Then, have the cameras at the same position.
Finally, have the floor camera rotated on the +x axis by half of the sum the fov of both cameras. For example, if the wall camera is fov 80º and the floor fov is 40º, set the floor camera to be rotated by 60º along the x axis.
This will guarantee that the view of the cameras do not overlap, and they will have the correct projection along their surfaces to create the desired illusion.
I am trying to make everything that is rendered by my perspective "Camera A" appear 100 points higher. This is due to the fact that my App has an interface with an open space on the upper part.
My app uses face detection to simulate the face movement into an in game avatar. To do this I compute the "Model-View-Matrix" to set it into the camera's "worldToCameraMatrix".
So far this works well, but everything is rendered with the center as the origin, now i want to move this center origin a certain distance "up" so that it matches my interface.
Is there a way to tell Unity to offset the rendered camera result?
An alternative I thought about is to render into a texture, then I can just move the texture itself, but I thought there must be an easier way.
By the way, my main camera is orthographic, and i use this one to render the camera texture. In this case simply moving the rendering game object quad up does the trick.
I found a property called "pixelRect", the description says:
Where on the screen is the camera rendered in pixel coordinates.
However moving the center up seems to scale down my objects.
You can set the viewport rect/orthosize so that its offset or you can render to a render texture and render that as a overlay with a offset or diffirence in scale.
Cheers
I am developing an augmented reality app for Project Tango using Unity3d.
Since I want to have virtual object interact with the real world, I use the Meshing with Physics scene from the examples as my basis and placed the Tango AR Camera prefab inside of the Tango Delta Camera (at the relative position (0,0,0)).
I found out, that I have to rotate the AR Camera up by about 17deg, so the Dynamic mesh matches the room, however there is still a significant offset to the live preview from the camera.
I was wondering, if anyone who had to deal with this before could share his solution to aligning the Dynamic Mesh with the real world.
How can I align the virtual world with the camera image?
I'm having similar issues. It looks like this is related to a couple of previously-answered questions:
Point cloud rendered only partially
Point Cloud Unity example only renders points for the upper half of display
You need to take into account the color camera offset from the device origin, which requires you to get the color camera pose relative to the device. You can't do this directly, but you can get the device in the IMU frame, and also the color camera in the IMU frame, to work out the color camera in the device frame. The links above show example code.
You should be looking at something like (in unity coordinates) a (0.061, 0.004, -0.001) offset and a 13 degree rotation up around the x axis.
When I try to use the examples, I get broken rotations, so take these numbers with a pinch of salt. I'm also seeing small rotations around y and z, which don't match with what I'd expect.
I would like to keep my game the same size on any screen. I don't want it to resize though. I would a player to see more of a game field. All game assets should be fixed size, instead player should see more map. How to do this in Unity 5?
Move the camera backwards, increase the orthographics size of the camera, or increase the FOV, then scale the assets up as a function of distance from the camera.
I started developing a video game as web, but I want it to run on an android device. It chops off a lot of the game. How can I make the game fit to the screen size of the device?
Thanks!
Are you using Orthographic or Perspective camera? With perspective camera it might be an issue with the aspect ratio so you could just pull the camera back a bit. On orthographic camera you need to calculate the orthographic size for each screen size:
camera.orthographicSize = 640/screenwidth * screenheight/2
Put that in your Start or Awake function and change the normalized width to something that fits your project. More here.