I am seeing gaps or bleeding between my tiles when exporting from Tiled2Unity into Unity itself. What can I do to fix this?
This is probably because your game tab's aspect ratio has a fractional number of pixels for width or height. Click on the resolution in the top of the Game tab (it probably says Free Aspect or 4:3 or something) and click on the plus on the bottom to add a new aspect ratio.
Type an exact number of pixels for width and height and you will force the aspect ratio to always have a whole number of pixels. The bleeding will go away.
Related
I have a class that extends CustomPainter, which helps me to draw an image on the canvas (with canvas.drawImage) and plot some points (with canvas.drawLine and canvas.drawPath) on top of the image. However, I have trouble figuring out how to scale or translate the image so that it fills / covers the canvas (about 60% of the image from the center should be displayed within the screen size of the device). The image can be bigger or smaller than the device's screen size, but they all have a fixed aspect ratio (4:3). I would like to fill the image on the canvas (following the 60% rule above) and scaling them according to their original aspect ratio.
A pseudocode or a general idea on how to do this would be appreciated.
First of all, sry for my English mistakes, I'm not a native English speaker.
I'm trying to make an UI which is composed of a canvas within different gameObject, and I would like that my canvas scales to the dimension of the screen but keeps its original resolution (16x9 portrait). If it is displayed on a tablet resolution (4x3) then an image is displayed in the space that is not covered by the canvas.
But actually all I've got is a canvas which scales to every resolution, and it changes the aspect of its child (for example a square becomes a rectangle).
Thank you for showing interest in my query!
UI's are heavy beasts. Canvas in Unity have a component attached to themm called Canvas Scaler which is set by default on Constant Pixel Size. You may try to set this property on Scale With Screen Size and then specify the base resolution you want to work with (usually 1920x1080 is a console standart). This is your first step
Then, to avoid strange Image scaling, you may check the property Preserve Aspect, this way the ration of the Sprite into your Image will remain the same indepently of the ratio of the Image
Last, you may play a bit with anchors but this is another story, you should let those at plain center at the beginning and come back to it when you will feel ready
Hope that helped ;)
Your canvas should have a component called Canvas Scaler. Here it should say Constant Pixel Size, change this to Scale With Screen Size and it should lock the Canvas to be the same width / height as the screen. If you want to lock an image to a specific width/height ratio, go to the Image component on the image and check the Preserve Aspect checkbox. This way if you have a 100x100 image, the images width will always be the same as the height. If you have a 200x100 image, the images width will always be twice the height, etc etc etc.
I making a 2D game in unity. And I want to make my game responsive to different resolutions, and when I use Canvas Scaler all my UI objects become very bigger.
if you can help please response.
thank you!
Designing UI for Multiple Resolutions
1. Using anchors to adapt to different aspect ratios
One way to keep buttons inside the screen is to anchor them to their respective corners,
One way to keep the buttons inside the screen is to change the layout such that the locations of the buttons are tied to their respective corners of the screen.
Once the buttons have been anchored to their respective corners, they stick to them when changing the resolution to a different aspect ratio.
When the screen size is changed to a larger or smaller resolution, the buttons will also remain anchored to their respective corners. However, since they keep their original size as specified in pixels, they may take up a larger or smaller proportion of the screen.
2. Scaling with Screen Size
In the Canvas Scaler component, you can set its UI Scale Mode to Scale With Screen Size. With this scale mode you can specify a resolution to use as reference. If the current screen resolution is smaller or larger than this reference resolution, the scale factor of the Canvas is set accordingly, so all the UI elements are scaled up or down together with the screen resolution.
The layouts will appear the same in different resolutions, only with a lower pixel density depending on if you scale up or down.
One thing to be aware of: It can be possible that some element are larger in landscape aspect ratio. This can be fixed if you change the Match property to 0.5 instead, it will compare both the current width to the reference width and the current height to the reference height now.
Unity Documentation
Is it possible to keep the camera width fixed instead of the default setting: height?
Making the height fixed is causing problems for my mobile game (vertical) on multiple devices. Is it possible to change this behavior of the camera?
Thanks
This has to do with the different aspect ratios. I don't think there is a fixed height, the screen just adopts to the given ratio.
If you want to achieve a fixed aspect ratio this unify page will probably help you, it will fill the screen with black bars of devices not fitting your ratio:
http://wiki.unity3d.com/index.php?title=AspectRatioEnforcer
I have an open GL ES (1.1) scene with many 3d objects and a "player" model. I'd like the player to have the same pixel size, regardless of the screen orientation on an Android phone or Iphone.
I'm not using glOrtho or billboards. That's a perspective 3d scene, but I just want the objects to have the same size in both screen orientation. Currently, if I rotate the phone, I keep the same aspect ratio but the scene "zooms out" in landscape mode.
I suspect that I have to play with parameters to glFrustrum to get this; but can't figure out yet how to do it.
So any ideas are welcome!
Thanks
You will need to change the aspect ratio when the device is turned to go from a the otherwise the size of the objects are going to change. THink of yourself looking out through a window, the objects on the other side of the window are only going to be the same size if you don't change your distance from the window (i.e. zooom in and out), when you "turn" the window sidewayse, the aspect ratio of the window changes (the metaphor is starting to not work).
If you draw a square in the view with the side length being the short side of the screen, then you should still have a square when you turn the phone sideways, still covering the same area on the screen.
Things will probably be easier to calculate if you use the code from gluPerspective. You set the aspect ratio to the actual aspect ratio, fix the fovy for the first aspect ratio. You can then use what would be fovx for this aspect ratio as the fovy for your rotated view.