Change resolution (chooseable) - screen-resolution

I want to change the resolution of my game in the menu. Now I've made a nice method where it looks up if the resolution is available for this PC and changes then it does:
graphics.PreferredBackBufferWidth = iWidth;
graphics.PreferredBackBufferHeight = iHeight;
ScreenManager.sScreenSize.X = iWidth;
ScreenManager.sScreenSize.Y = iHeight;
graphics.ApplyChanges();
sScreenSize is just a rectangle for the buttons to position and such things.
When I call this function at start then everything is right, but if I call it in the menu, the resolution changes, but nothing that gets drawn changes. So I see only some percent of the screen. How do I fix it? I can only find online how to initialize the resolution.

I had to remove the screen before I changed the resolution and then add the screen then again.

Related

Why is the play button on my title screen not starting the game?

I managed to open the demo game that I need to see/play, however, it looks like the title screen isn't loading correctly. Clicking on the "Play" button should allow the user to start the game, but when I try clicking on it, nothing happens.
I'm not sure why this is happening because I downloaded the exact same files as the ones that were used in the demo and I also tried deleting/redownloading the files a couple of times. I also double checked the console messages and there aren't any errors/warnings for any scripts. I'll attach a screenshot of what I see and the link to the game files themselves if anyone wants to try it on their end.
Also, if this helps, I'm using Unity version 2018.3.2f1.
Here is a link to the project if you want to try it out yourself (I'd post the code, but I don't want to put a giant block of code up without a clear direction; however, I believe the main menu content is in the "Manager.cs" file): https://drive.google.com/file/d/1ekXt948b612dmyT1AZReUOuzh2XbnSDG/view?usp=sharing
This is what the game looks like if it helps:
After reading through the code in the other scripts, I realized that the error was coming from the specific region that was being used as a "hitbox" on the screen for the play button. And because I was setting my aspect ratio differently than what the developer used, the positioning of the "hitbox" did not line up correctly on my screen. So instead, I had to change the aspect ratio to fixed resolution and specific canvas sizes (width and length).

Allow content to display outside of LogicalDisplay Rect AOSP/LineageOS

I'm working on adding second screen functionality to AOSP for the LG V20.
So far, I've managed to set up the offsets so normal content doesn't overflow into the second screen area, and I've added the second screen window type (SIGNBOARD). The offsets are managed in LogicalDisplay.
For a lot of this, I've been following how LG originally did it (in Android 7.0, so things are slightly different on 7.1). The problem I have now is that nothing displays in the second screen area: I see some stuff LG did involving SurfaceControl, but that doesn't seem to be the actual solution, and I'm worried it might be in the native code.
I've tried Googling, but this doesn't seem to be documented anywhere, at least nowhere I could find.
So the question becomes: How can I force content to display outside of the bounds of the LogicalDisplay area?
These are the changes I've made so far: https://github.com/zacharee/android_frameworks_base/commit/cec4839c8cb1396810ce65d7ad9cae094f363ac4

Change the overlay image live in wikitude?

Is it possible to change the overlay image after a certain time or period with using the WikiTude ImageTarget? Even live without restarting the camera view?
If you have a AR.ImageDrawable (var overlay = new AR.ImageDrawable(img, 1,{}); ) you can change the image resource by calling overlay.imageResource = newImg; Put this code into a function and call it with a timer or anything else.
Hope I've been able to help you.

libgdx next screen remembers touch input from previous screen

In my game after clicking on play button from splash screen.
i am switching to game screen.
In game screen I have update method which is updating the positions of my actors depending upon screen touch..
so here I have checked
if ( Gdx.input.justTouched() ) {....}
its giving me true even i am not touching to screen..
may be it is remembering the last touch from splash screen...
Or may be the different reason that i am not getting ..
..
thanks.
The documentation of justTouched() http://libgdx.l33tlabs.org/docs/api/com/badlogic/gdx/Input.html#justTouched() doesn't really tell us what "just" means. Might be the touch from the splash screen.
Use isTouched() instead which should not have that problem.
Furthermore I think it's smarter to implement InputProcessor http://libgdx.l33tlabs.org/docs/api/com/badlogic/gdx/InputProcessor.html so you can handle the events right when they occur, and you don't need to check every frame.

How can I prevent Xcode from changing the color of my buttons?

So I've done a button for my iPad app, and I saw something strange. When I run my app in the iOS 5 simulator, it changes the color, and the lines of my button become discontinuous. But when I push it, the button comes back to the right color, and the lines are ok. I think it's something that Xcode does automatically with any button, and I don't find the way to cancel it. Thank you for helping!
PS: The button code is so simple:
IBOutlet UIButton *button;
This is what it should look like:
And this is how it looks in the simulator:
Both tams and JacobFennell have good points, but you should also note that graphics are often represented much differently on the simulator than on a real device. You should try running your app on a device and see if the problem persists; I have had many 'problems' with custom buttons which turned out just to be improper rendering on the part of the simulator.
Since you are using the Interface builder, make sure that you are setting the button type to custom and that you have changed the behavior for all of the states. Under the dropdown menu of where you can set the type they also have StateConfig, where you can configure the look and text of your button for all of its different states: highlighted, default, disabled...Check that those settings are correct as well.
Hope this helps!
Tams
Your button frame size doesn't seem to match the size of your image. Your art should match the (button/view) frame size pixel for pixel, otherwise you may get blurry images and scaling representation artifacts.
Else, you can change the view content mode (UIViewContentMode) of the frame from UIViewContentModeScaleToFill to UIViewContentModeTopLeft