I have an STM3210C-Eval Board on which I'm trying to display text on the LCD Screen. The problem is that the text displayed on the Screen is upside down ( you need a mirror to read it correctly).
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We're having this weird problem with a game we're porting to mobile: All UI elements work fine, except when you run it on a phone with notches (iPhoneX for instance). When that happens the interface gets rescaled to fit the device's safe area, which creates two black bars on the extremes (which is ok for now). Then, the area in which you have to click to activate any buttons doesn't correspond to the button graphics themselves anymore.
It's as if the input detection area is stretched to cover the entire area of the phone, but the graphics are scaled down, "dislocating" the input touch areas.
The picture below shows the problem:
Notice the red scribbles showing the area that's outside the safe areas, and the green circle showing where the input for the button actually went.
Additional info: for the levels to work properly we have to force the resolution to 1080 using Screen.SetResolution(). Could this have anything to do with the problem?
I'm using this method to capture the screen in LIBGDX. Most of the time I get a black screen. When I do get something though it does not capture all the contents of the screen. I have a few scene2D tables that are not captured and some of the elements on the screen (like fonts) are flipped horizontally.
I've tried all the solutions on the internet on screen capturing but I only get a black screen, OR, with the above method, scarcely any result. Is there any chance I can capture LIBGDX screens (loaded with shaders) properly?
I've seen games all around for android that allows you to type in-game. In landscape mode, the android keyboard would come up and take approximately only half of the screen.
On unity, this is not the case. If you call the keyboard on landscape mode, the full screen will be covered by the keyboard.
Is there a way that pushes up the 'half screen' keyboard?
You Can use Unity Ui in unity 5.2 which has Input Field Component
Work as an TextBox . As you will click on input field it will automatically call keyboard.
https://docs.unity3d.com/Manual/script-InputField.html
Half screen will be for keyboard and half will be your text area to write.
How do I show the on screen keyboard of mobile devices on top of the canvas in Unity3D? My canvas now shrinks in size because of the on screen keyboard, which is not what I want.
I don't believe there is an inbuilt feature for this you would have to do it manually using OnGUI(). To draw something on top of something else just put the script in the order you want it drawn. That means the last peice of gui script will be ontop.
I have an image that is 480x270. In theory this should occupy all the space between the battery bar on top and the navigation bar at the bottom when the phone is rotated on to its side. However, inexplicably the image is displayed shrunken to where it barely occupies 1/2 the screen horizontally.
I thought perhaps the phone is shrinking the image for some reason, so I just created a div that has its dimensions set to the same size as the image and nothing in it but a background color. The phone displays this rectangle of color in exactly the same dimensions as the graphic.
So, the question is, is Safari compensating in some way and displaying things in a reduced ratio, and if so, WHAT is that ratio?! (or am I just totally out of my mind?)
Check out viewport.