The post is a bit long but I tried to explain everything that is connected to the issue.
This screenshot is of the parent ui texts canvas.
This is a screenshot of the description ui text the text in the game looks very big the fonts are very big and stretched.
This is a screenshot of the scene text Image settings :
And the scene ui text settings :
This is a screenshot of the scene ui text when running the game from the exe build file :
And last the description ui text in game when running the build exe file :
How can I make some ui text that will be display the text the same in all the cases something that will be readable nice not too small and not too big ?
In the scene text the text is smaller because I wanted the text to be a bit under the player mouth. In the description text is a bit bigger but then everything get messed.
I think I want the text to be shown like in the scene ui text in all the places. I think the size is fine. but not sure how to do it.
There's a couple of things here that should get your text working nicely across the board.
Firstly, at your root Canvas object, you'll usually have a Canvas Scaler there. The default of "Constant Pixel Size" is often exactly what you don't want. I normally have it set to "Scale With Screen Size", and then set the resolution to 1920x1080. I do that because 1920x1080 (16:9) is the standard Full HD screen size, so you can bet that most of your screen layout is going to look the same across most displays.
The second suggestion would be to use TextMeshPro. If you haven't already got it installed through your Package Manager, then you can find it there. Here's the docs for that. It's FAR superior to the standard Text element and you'll notice less issues trying to get your text looking correct. It's usually just a matter of adding the TMPro_Text UI component to the same object your Text component was originally on (removing the original Text component of course).
I would also leave all scaling for all of your UI items set to (1, 1, 1) where you can and let and scaling be done by the Canvas Scaler. The text elements can certainly be left at (1, 1, 1) and just change the font size.
Once you get these three things sorted, your text should be the same across all of your pages, and devices.
This due to Scaling Rect Transform Component
to solve this don't scale up or scale down UI Elements {Image ,Text, ... just keep Scale 1,1,1 }
First I recommend You to see This to understand this Component
https://www.youtube.com/watch?v=FeheZqu85WI&t=6s
Now to Solve your problem
Set Scale of Description Image (1,1,1)
Set Scale of Description Text (1,1,1)
Do 1,2 with Scene Image, Scene Text
Change Width , Height of{Description Text, Scene Text} with small values 900*400
I am working on the credits for my mobile game and I have a license attribution thing at the end that is relatively long. On normal phone screen sizes it fits properly, but on notched phones, a big chunk of the end gets cut off and on tablets, there is a lot of empty space at the top and bottom. I had both the label and the content panel of the ScrollView for the credits set to the anchor preset which is anchored to the top of the parent but stretches horizontally and I tried changing it so that they stretch vertically too and that did nothing. I also tried moving the label's anchors to its own corners (but didn't do that with the content panel's anchors because that's not possible), but that also did nothing. I asked this on Unity Answers earlier this week and they haven't been very helpful. How do I make the text not get cut off or have a lot of extra space?
I eventually just clicked "Best Fit" on the text and now it fits properly. I was worried that it would look bad if it was a different size on different screens, but it doesn't seem to be a huge problem.
I'm trying to display images in a fixed size box (the grey area in the image here). When the submit button is pressed new images will be fetched from the internet. But the images will be different sizes.
So to prevent the "submit" button moving up and down due to different size images (and potentially having it off the screen) I'd like the images to fit inside the box. (I suppose there are a few options there, for example having the image resize to fit in the box or having the image be clipped and still fitting in the box.) I've been messing with containers and columns etc for ages but nothing seems to work.
what is the best way to fit images of different sizes into a fixed size box ?
The Image widget can have a height be specified. You can read more about that here
Currently I'm showing a single chart on my website in a responsive div, therefore it gets smaller as the screen width is decreased. My problem is: I'm saving an image of this chart but I need it to be always 700x400 even if my screen is 320x___.
lineChart.toBase64Image();
Is it possible?
I am developing a mobile website. An issue im running into is positioning some divs.
(testing on iphone 4 atm)
http://rerender.tv/phoenix/m
I have a couple of divs that are suppose to be placed at the right of the viewport (right top and right bottom)
the divs are set with
position:absolute;
right: 3%;
top: 3%;
But on the iphone it looks like those divs get placed towards the middle.
Also on the subpages, theres a div container that holds content with the width set to 95%, but the content (text) only goes half way in the viewport.
http://rerender.tv/phoenix/m/about.html
Not sure what the issue here is but it looks like the page width is not scaling to the full size of the viewport. Although the meta tag is declaring the scaling at 1 and the size of the viewport to be device content.
Searched around, couldnt find anything. But i think im just overlooking something.
Help?
thanks