Capturing full background with camera view in 2d - unity3d

So I have a small problem with my camera in 2D view. I have a background sprite that serves just as it sounds, the background. My problem is, I need the camera view to take up the entire background. At the moment I can only get the camera to capture out to the sides of the background but it will not fully catch the top and bottoms of the background.
This poses a problem, it will cause me to have to make all of my following items in the project to be super short and fat.
Yes, I know this is probably a stupid issue on my part or an easy fix, but being new to Unity, I am unaware of how to deal with this problem.
Here is a snip of my issue http://imgur.com/pz1sg9B
As you can see, I cannot get the camera to reach the top and bottom of the background thus leaving me with super short and fat items.
Thank you in advance!

You have to change the Viewport Rect on the editor.
You can check out Unity3D Manual for more knowledge on Cameras in Unity3D.

Related

Unity: Alternative for camera stacking/layering?

Unity 2021.3.16f1/URP 12.1.8
I've just started with Unity a few weeks ago and am still getting to grips with how everything works. So please don't assume I know everything there is to know about Unity. Treat me as a n00b. 😉
I'm building a VR game for the Quest/Quest2. I have a scene with a keypad on a wall. When the payer "clicks" it, I want the scene to go dark, and a large version of the (3D) keypad to appear with which he can then interact (enter numbers). This keypad must always stay in the middle of his view.
What I did was create a canvas, and added a black plane with 50% transparency and the large version of the keypad. I've set up the canvas as follows:
This works somewhat. It has two major disadvantages: 1) the keypad is receiving lighting from the scene while I want it to be fully lit all the time, and 2) the canvas and all its children clip through walls and objects while I always want it to be rendered in front of everything else (yes I know this will mess with your depth perception in VR, but I already have a solution for that).
So the next thing I tried, was stacking cameras. I created a second camera and set is as an overlay camera. I also set its Culling Mask to UI:
Additionally, I added the new camera to my Main Camera as a stacked camera. I changed the Culling Mask of the Main Camera to everything but UI:
This works they way I want it but at a cost: performance takes a huge hit. My frame rate actually halved. I read everywhere that this is a known problem for mobile devices (which the Quest really is).
Another solution I read about, is using RenderObjects. But I can't really find how to use this. I'm not even sure it really is a solution to what I'm trying to achieve.
So can anyone tell me how I should go about doing this? Thanks in advance!
The solution of lighting is the that you can setup the layer of your keyboard to something like "Keyboard"
And in Directional Light you can uncheck keyboard layer.
The solution of second problem is that you can change culling mask of camera on Run Time Like this:
~(1 << LayerMask.NameToLayer("Keyboard"))
renders everything except the transparent layer.
1 << LayerMask.NameToLayer("Keyboard")
renders only the transparent layer.
NOTE: You can set your own layer and check/uncheck what you want it is just a example

Unity VideoPlayer with Subtitles

I was going to use the VideoPlayer to render to Camera Near Plane, but I also want to display subtitles for the video for the sake of accessibility. I'm wondering what the best way to do that is.
I can't see anything on a canvas if I render to Near Plane. I'd like the video to appear in front of the scene so that I can have the scene there once the video is complete.
Do I need to be using a render texture to achieve this? Seems like a render texture might incur some unnecessary overhead for my purposes, but I could be wrong.
The idea is this:
Far Background - Scene
Background - Black Image (so i can fade to scene)
Middleground - Video
Foreground - Subtitles
More info:
This is a 2D point and click adventure game with a pre-rendered cutscene.
You could do this with a render texture, place it in front of the camera at an exact distance and size, but I wouldn't. Probably would be a different camera anyway for lighting or clipping purposes.
I would use a second Camera, rendering over top of the Main Camera, with the subtitle UI's canvas targeting the second camera's screen space, and clearing depth only. It will render what it sees, but with a totally transparent background. Then, you can render your video on either the main camera's near plane or the new subtitle camera's far plane.
You could put your black square in front of this camera, too, though it would be in front of the video. It could be UI on the main camera, or stick a third camera in between them. You might have to worry about performance if there are too many cameras, but I have used two or three before to no noticeable performance hit.
Robert Mocks's answer is perfectly tenable and makes sense to me. Thank you for that!
What I decided to do instead was use a RawImage so that I wouldn't have to deal with extra cameras. This way I can use the canvas as I normally would and don't have to deal with render textures.
This involves using the API Only setting along with the following code:
rawImage.texture = videoPlayer.texture;
That seems to work well for me.

Does setting camera's culling mask to Nothing when UI covers the screen is good?

I have a pretty large and full scene and therefore gets a lot of draw calls.
Sometimes I display a video in the game, which covers the entire screen.
When I tested my game with Unity's profiler tool I noticed that the camera still renders everything (although occlusion culling is enabled and calculated), and it causes the video to lag.
My question is how can I disable the camera?
When I disable the Camera component or the camera's GameObject I get a warning âš  in the game view that says No camera is rendering to this display. Which, I guess, is not good (correct me if I'm wrong).
So I was wondering if cancelling the culling mask on the camera (by setting it to Nothing) would force unity to stop render the scene.
Or does it still do some work in the background?
(Like with UI elements that still being rendered even though they are fully transparent).
Thanks in advance
I have a pretty large and full scene and therefore gets a lot of draw
calls.
I recommend activating "Instancing" on your materials, it can greatly reduce draw calls.
When the UI Pops open, it can help removing the "Default" layer (or whatever layer the majority of your renderers are) from the active cameras. You can do this easily with layer masks. Or you can just set Camera.main.farClippingPlane to 1 or any low number.

Scrolling Scene Background - Unity

My title might have actually been a bit misworded, as to be honest I'm not sure how to word it, but basically I'm making a game on Unity and I have my main scene and I am making a main menu however what I want to do is have a, I guess, camera slowly panning around the main scene as the background of the main menu. Not sure if I worded that right or what wording to actually type into Google to research it so I'm hoping you guys might be able to point me in the right direction.
Cheers guys,
Jason
As stromdotcom mentioned you can attach a script to the camera.
It's hard to tell what you're trying to do but if you want to circle the camera around a point...
Try making an empty game object in the middle of your scene and point the camera at it.
Make the object the parent of the camera (using the object and cameras transform properties).
From here you should be able to set the game object to rotate using a script, which should make the camera spin as it is a child of the object.
I have not tried this in Unity but I have used this technique in other programs so I'm assuming it will work. Sorry if it doesn't.
If your scene is already set up then you can attach a script to your camera which simply modifies the camera's transform to move it around the room. You can move and rotate the camera just like any other transform in your scene.
Im pretty sure what you are looking for is "Animation view". Unity has a tutorial on it: https://unity3d.com/learn/tutorials/topics/animation/animation-view?playlist=17099

Take a "screenshot" of a cocos2d node and then use it as a sprite

I am writing a game in which there are thumbnails of mini games displayed in a grid, CCSprites in a NSArray. One of these is then scaled and moved to create a zooming effect. Once it has zoomed in it is hidden to reveal the actual "live" minigame (a CCNode), which has been added to the scene invisibly while the zooming animation took place. This means that if the minigame looks exactly the same as the thumbnail there is a seamless transition. After a few seconds, the zoomed in thumbnail reappears covering the actual minigame and zooms out.
My question is, how can I take a snapshot of the actual minigame and use that as the thumbnail so the user cannot tell that the thumbnails are not actually real games? This would have to happen in the split second when the game has paused but the sprite has not reappeared.
I fear that my explanation is not very good, but I hope that someone will understand it!
Ok... solved it. I guess I should have searched more before posting.
After a while, I came accross these two articles:
http://www.bit-101.com/blog/?p=1861 and
Replacing image in sprite - cocos2d game development of iphone
I used the code in the first article (after adjusting it for the retina display) to create an array containing the pixel data. This is then inverted (its upside down to start with) and then pushed into a UIImage. I then init a CCTexture2D with the image and replace the existing sprite texture with this.
I hope this helps someone else at some point.