Resize element to fit screen size in spritekit - swift

Obviously, you can use UIScreen to find the screen height/width to adjust the scene accordingly, but is there some way I can update all my SKSpriteNodes at once? I made a game with spritekit and only realized afterward, none of it was based on screen size, so it only works well on the iPhone 7 and 8. Is there some shorter code I can do instead of manually changing each size/location to be based on screen size?

I figured out a solution. I made a SpriteKit Scene in the storyboard and then constrained it to the Safe Area, which allowed aspectFill to work properly.

Related

How to scale unity UI for every device

I'm trying to make a level select screen for my game, but when testing the game build the ui isn't scaled that well
I'm currently using the Canvas Scaler with the following settings
These settings give me..interesting results to say the least
What the result is SUPPOSED to be is this
How am I able to do this?
There a few things that you should keep in mind while building the UI for different screens.
Have a target Aspect ratio. Generally it should be 16:9 for landscape and 9:16 for Portrait.
Make sure the reference resolution is in line with your target aspect ratio.
Set the Match option of canvas scalar to 0.5 to scale evenly. If you are sure the device aspect ratio will change in only one direction then set either height or width. For example a portrait game will scale only by height if you switch from 9:16 to 9:18.(0.5 has worked always for me)
Select the aspect ratio in the game window and set the Anchors of the UI to the corner of the UI element. That way Unity will know where the element should be based on Canvas size.
Here is a video that demonstrates it
https://youtu.be/08S1VGL9afg
First of all, use some custom resolution in game view instead of Free Aspect.
Then you could try adjusting Match with Height or width to 0.5.
In some case, you have to adjust custom anchors using these little guys
If you want to absolutely preserve aspects, use this option on Image component.

Adjusting the 3D game to the screen size

How to make the 3D game adapt to the screen resolution?
I tried to change the fieldOfView of the camera, but this adjustment does not work correctly!
If you mean UI elements, there are little triangles usually in the middle of the canvas the element is under. These are anchors that will tell the element to try and stay in the same place on the canvas regardless of the screen resolution. You can read more about it here: https://docs.unity3d.com/Manual/UIBasicLayout.html https://docs.unity3d.com/Manual/HOWTO-UIMultiResolution.html
If you mean your actual game view, you'd probably need to write a script that adjusts the camera's FOV at the start of the game based on the resolution, but I have no idea where to even begin on the formula you'd use.

Resolution issue when building the game

I am using the ViewportHandler script for Unity(https://github.com/dfsp-spirit/way2close/blob/master/Way2Close/Assets/Scripts/ViewportHandler.cs), to allow for my UI to appear the same in different resolutions. I am pretty sure that it was looking just fine and pretty much the same in all resolutions(with different quality graphics due to stretching, but that is fine).
I have opened up my project after a while and I am now noticing that while the game scene looks fine inside the editor, the UI elements change position for all resolutions when building the game.
I am attaching two screenshots to show the difference. The Editor one is the proper one where elements are aligned properly. The other one is when I am building the game and running it full screen.
The weird thing is that when building the game, every resolution displays the wrong way (as in picture 1). So the elements are actually resizing properly, but they are just in the wrong place for some reason and I really can't see why. Any ideas ?
(My Canvas is Screen Space - Overlay, Scale with Screen Size, Ref resolution is 2560/1440, Match width and height and ref pixels 100).
You don't need 3rd party scripts to achieve a constant size on different resolutions. Use the Canvas Scaler component on your canvas and set it to 'Constant Physical Size'. Unity should handle all the rest.
If images/sprites change position, try to change the anchor point to fit your needs.

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?

cocos2d screen effect

I am working on my iPhone game using cocos2d. I want to implement the effect: when my hero dies, the screen gradually turns to black/white/grey. That is, all the UI elements and game sprites' color turn black/white/grey. Could anyone tell me how to do that? I have tried to add a CCColorLayer as a mask, but that doesn't look good. And if you add another image for each elements, the size of the app will double. So any other methods to do this?
Have you tried CCTintby ?
http://www.cocos2d-iphone.org/api-ref/0.99.5/interface_c_c_tint_by.html
It tint's sprites by a colour. You could do it on every child of your gameLayer.
Maybe you can render your scene to a texture and then manually convert the texture's pixels color to gray. Then render the texture to the screen.