This might be a dumb question but I'm using unity to build a double pendulum app and because not all screen sizes are the same the UI buttons get moved around and don't scale to match the phones screen size. I attached a few images to show you what I mean.
Notice how in the third image, the return button overlaps the other UI sliders. I think the issue is that the pixel distance from the top of the screen doesn't change given new orientation. Is there a way to keep the spacing proportional?
On your canvas object, set it to Scale With Screen Size then, set the Match property to 0.5. This way the canvas will scale with both width and screen height.
If you need more info about Designing UI for Multiple Resolutions, check here
Well in your parent cancas object in the inspector,the 2end setting there a a drop down. Click it than a magical setting scale with screen wil be ther.👍
I am making a game ,having static gameplay(i.e fixed background).
I want to target devices having aspect ratio in range 1.33(800x600) to 1.77(854x480).
For my playArea i want a fixed aspect ratio.
For my HUD i want fixed position relative to Scrren Size
and i am using stages to implement HUD,gameplay area.
Note Here World Size refers to virtual size (as mentioned by Springrbua)
First Question- is that possible to target wide range of screens with constant worldsize or setting some ViewPort-(Stretch,Fill etc) ?
Second Question - what should be the world size in pixel so that i can create graphics acc to it?
Third Question - what should be viewport for HUD,Gameplay ?
My Experience...
I started a game with WorldSize (855 x 600) and Fill ViewPort for gamePlay and StretchViewPort for HUD.For gameplay so far is good , but i am facing many problems with HUD.Position of hud elements never reamain same whatever i do(fixed position irrespective of screenSize).
Last One - Is creating background of resolution 855x600 is right thing to do?
Plz suggests better alternative ,approach or what i am doing wrong.
Thanks in Advance.
sry for my bad english.
First of all: the world size is not the same as the viewport size (or virtual size in the text below):
Worldsize: Size of the level
Virtual size: Size of the levelpart/worldpart you can see on screen
Usually you can only see a part of the level and a Camera moves arround to show different parts.
If the whole level is shown on the screen at once, the worldsize and the virtual size are the same.
To keep everything as simple as possible, they should use the same units (for example meters).
With libgdx it is not only possible to have a fixed virtual size, but it is also pretty easy.
As you allready noticed, there are the Viewport classes, some of them support a virtual size to.
The Viewport you should use for your gameplay area is the FitViewport, which supports virtual size and keeps the aspect ration by showing black borders (for example a 16:9 aspect ration on a 16/10 screen will result in black borders on the top and on the bottom of the screen).
For the HUD you can use another Viewport, i guess StretchViewport is okay. It also supports virtual sizes, but instead of keeping the aspect ratio it stretches the things (for example the elements of a 16:9 virtual aspect ratio on a 16/10 screen will be stretched up and down) to fill the screen.
The virtual size you want to choose depends on the game. Just think about it this way:
What entities are there on screen? For example Humans.
How big are they in real life? Humans are about 1.75m tall.
How big do i want them to be on screen? A Human should be about 1/10 of the screen.
Okay, now you have 1.75m should be 1/10 screenheight. Therefore the Screensize is 1.75*10=17.5.
To have it a bit simpler, lets guess we have a bit taller (1.8m) humans and so our virtual height is now 18.
Now think about the Aspect ratio, i want a 16/9 aspekt ratio, which means, that 16/9 = width/*18*
Our virtual width is 32.
Now we have a virtual size of 32*18m. The bigest advantage: Everything can now be calculated in meters. If you want to move the human by 1m, just add 1 to its position.
As i allready said the Viewports can be FitViewport for the game, as you want to keep the aspect ratio and for the HUD i guess StretchViewport would be fine, but you can try out different ones and choose your preffered.
Hope it helps.
I'm using Unity 4.3.3 for my game. I'm making a game for Android and iOS devices. Since I'm pretty new to unity, I can't seem to find a way to work with different screen resolution.
I'm using c# for my scripts.
I want my game to run full screen. I've tested it on iPad 2 and it runs perfect but for iPhone 4 the sides are clipped and for iPhone 5 they are clipped even more. What is the solution? Which option should I choose under Player Settings > iOS > OtherSettings > Target Resolution?
unity changes its ingame camera to match the dimensions of the aspect ratio of the screen it's using. Obviously this isn't always desired, so there's a couple of ways around this:
1) First method is very easy to implement, though it rarely looks good. You can simply change the camera's aspect ratio to match the one you've designed your game around. So if for example you've designed your game at 4:3, you'd do something like this:
Camera.aspect = 4f/3f;
Just keep in mind that this will distort the game on different aspect ratios.
2) The other method is a little more complex, but the result looks much better. If you're using an orthographic camera, one important thing to keep in mind is that regardless of what screen resolution is being used, the orthographic camera keeps the height at a set value and only changes the width. For example, with an orthographic camera at a size of 10, the height will be set to 2. With this in mind what you'd need to do is compensate for the widest possible camera within each level (for example, have a wider background) or dynamically change the Orthographic Size of the camera until its width matches what you've created.
GUI components are easier to implement simply by setting their position to depend on the screen resolution wherever needed. For example if you want a button to appear in the top right corner, you simply set its position to something like position = new Vector2(Screen.width - 50, 50);
EDIT: Since you mentioned devices you used, I did a bit of looking up to find what aspect ratio each one uses: Ipad2 = 4:3 , Iphone4 = 3:2, and Iphone5 = 16:9
Since you said it looks perfect on the Ipad2, I'm guessing you've designed your game to use a 4:3 aspect ratio, so the "clipping" you mention is just that your orthographic camera has widened. The solution is to use one of the two methods I described above.
You can see how it will look on each device within the unity editor fairly easily. If you go to the game tab (what pops up when you press play in the unity editor), you'll see it has a device name, along with a resolution and aspect ratio. Changing this will let you see what it will look like at different aspect ratios.
You may want to try capturing the device resolution by using Camera.ScreenWidth and Camera.ScreenHeight.
Then do some math to calculate the difference from the resolution you have and apply it to the parent object.
This will scale everything bigger/smaller to fit the device resolution without having multiple image resolutions etc for different resolution devices.
If your goal is to get the previous width:
[RequireComponent(typeof(Camera))]
public class ResizeCamera : MonoBehaviour
{
private float DesignOrthographicSize;
private float DesignAspect;
private float DesignWidth;
public float DesignAspectHeight;
public float DesignAspectWidth;
public void Awake()
{
this.DesignOrthographicSize = this.camera.orthographicSize;
this.DesignAspect = this.DesignAspectHeight / this.DesignAspectWidth;
this.DesignWidth = this.DesignOrthographicSize * this.DesignAspect;
this.Resize();
}
public void Resize()
{
float wantedSize = this.DesignWidth / this.camera.aspect;
this.camera.orthographicSize = Mathf.Max(wantedSize,
this.DesignOrthographicSize);
}
}
You need to change camera viewport according to device's aspect ratio.
Suppose you made the game for 720x1080
Then in the script you should do
float xFactor = Screen.width / 720f;
float yFactor = Screen.height / 1080f;
Camera.main.rect = new Rect(0,0,1,xFactor/yFactor);
Or
The another way is, if you are making a game for aspect ratio 9:16 then
Do this in your script,
public float targetRatio = 9f/16f; //The aspect ratio of your game
void Start()
{
Camera cam = GetComponent<Camera>();
cam.aspect = targetRatio;
}
I know it's an old thread, but people might still end up looking for an answer.
To adjust a perspective camera to different screen aspect ratios with different behaviour than the Unity default, you need some trigonometry. All the necessary info about that is here: https://en.wikipedia.org/wiki/Angle_of_view
If you want an easy way out, though, here's a solution that works with all camera types: http://u3d.as/oUX
Ok, this is a big question. Many people have referred to forcing an aspect ratio, which is a good solution to consider. However for many games this is not appropriate. For many game designs, you want the game to feel like it's native to the device/screen it's running on, and you want to use every square inch of screen real-estate you can. To do this, you must build and test every system in your game for different sized and shaped screens. It's a very similar problem to building apps and websites for multiple devices.
Screen Size
The screen size can be retrieved programmatically using the DPI and the resolution with a statement such as:
Resolution res = Screen.currentResolution;
float screenSquareInches = res.width * res.height / Screen.dpi;
For the content on the screen that is viewed through the camera, there's only one variable that needs to be scaled, and that's the size of the camera (or how much stuff in the game world that will be squeezed onto the screen). You can control the size of the camera with the field of view for 3D games or the orthographic size for 2D games. Only testing will say what equation supports the widest range of screen sizes, but something along these lines could serve well:
// this should be a tweakable number, so you can fine tune it to your needs. It represents the screen size at which the camera size should not be scaled at all
float expectedScreenArea = 20;
// this number should also be tweakable, which declares how much smaller/larger text can get depending on the screen size. Generally larger screens are viewed from farther away, so scaling should be slight
float cameraScalingRate = 0.25f;
// multiply this number by the default/base camera size you have picked, whether that's field of view or orthographic size
float cameraSizeMultiplier = 1 + (screenSquareInches / expectedScreenArea - 1) * cameraScalingRate;
Ok, that should get you most of the way on scaling the game world, but what about UI elements, things like text, HUD, and on-screen controls? Well, for elements like text, the above equation should work decently well, though you might want a different value for the scaling rate. For on screen controls, you might want a more full transformation, such as joysticks moving to the bottom corners of the screen on a tablet rather than centered on the sides, or if it's not a touch screen device, remove on-screen controls altogether. That's outside the scope of this question.
Screen Aspect Ratio
The aspect ratio of the screen (how wide vs. tall is it) is also important and needs it's own handling. Generally the best way to do this is to freeze the vertical height of the screen, so that as the screen gets wider, elements on the screen are not scaled, but as the screen gets taller, elements on the screen scale proportionally to how much taller the screen grows. This is already the default behavior for cameras, but for UI elements you have to set it as such. This is relatively easy if you are using the new UI system with canvas'. On a CanvasScalar component, there's a property that controls how the elements are scaled depending on the aspect ratio. Change this to match width or height, and have it match height.
For Further Consideration
With supporting different screen sizes and shapes there's more to consider than just making everything fit. You also need to make sure you game plays well on the different screens. This ranges from things as subtle as not making the player feel claustrophobic on a small screen to making sure enemies can't shoot at the player if they're off screen to making sure you update boundaries that keep elements on screen.
Another thing to consider if this is a PC game is that someone might plug their computer into a different screen or change the resolution on the fly. With this in mind, it can be good to rerun the above equations as needed so a player doesn't have to exit the game to get things lining up right again.
The easiest way I've solved this was as pointed out by Steven, force my perspective camera aspect ratio to the one I develop for. Of course this deforms some objects if the aspect ration I developed for is to different from the one of the device. For UI objects, if you are using the build-in, I create the rectangles based on a percent of whatever the screen size is
Rect(0.5 * Screen.width, 0.5 * Screen.height, 0.25 * Screen.width, 0.25 * Screen.height)
That will place the top left corner at the center of the screen and create a rectangle of 1/4 the height and 1/4 the width of the screen. I'm using NGUI 2.7 for the UI and I haven't seen any issues with different aspect ratios so far, and that one uses an orthographic camera to render the UI
If you are developing 2d game,that is your camera is in orthographic view then Just do the following code and attach it with your gameobject. It will scale the gameobject(in this case the sprite) with the screen resolution.
void Resize()
{
SpriteRenderer sr=GetComponent<SpriteRenderer>();
if(sr==null) return;
transform.localScale=new Vector3(1,1,1);
float width=sr.sprite.bounds.size.x;
float height=sr.sprite.bounds.size.y;
float worldScreenHeight=Camera.main.orthographicSize*2f;
float worldScreenWidth=worldScreenHeight/Screen.height*Screen.width;
Vector3 xWidth = transform.localScale;
xWidth.x=worldScreenWidth / width;
transform.localScale=xWidth;
Vector3 yHeight = transform.localScale;
yHeight.y=worldScreenHeight / height;
transform.localScale=yHeight;
}
There is a free asset in Asset-store regarding this issue...Just check out...
http://u3d.as/content/palash-bhowmick/fit-all-screen-size/9q9
if shape of your object is changed, then delete the lines which starts with:-
transform.localScale.x=
if You have no choice You also can Do some more work and add a special Script to your camera that:
checks Screen Resolution for device
sets the target resolution for that
and also sets the target aspect ratio for that (IMPORTANT)
all you need to do is just writing a base function for checking the screen resolution (both width and height for devices that you want) and then add some more functionality to that for setting the proper screen resolution and aspect ratio!
Its very easy for Unity Now as Unity3D has its own UI system. For 3D Unity Adjusts the camera Automatically with screen size.
Problem arises for UI actually and its a little bit tricky. First of all try to figure out which elements needs to change position and size with screen size.
For example if you have a button exactly in the center of screen. Then it doesnt need to change the position according to screen. It will remain in center.
Now lets take a scenario in which you have a button in the corner of screen like we see pause button in top right or top left. Now you will have to anchor your button in the corner accordingly. It doesnt matter on which screen size the game is running, the pause button should stick to the corner.
Now lets take another case in which you have a background in your menu. Now you will have to apply stretch for this BG sprite. This BG will be stretching and shrinking accordingly but all items on it will have a fix size.
For this it is recommended to have BGs flat so that a same BG can have a good quality for 16:10 or 4:3
(Its all about Unity Native UI)
I've tried as many permutations of scaleType and fillViewport and adjustViewBounds and layout_* as I can think of and none of them do what I want. They either fill the screen but lose the aspect ration (fillXY), cut off a portion of the image (centerCrop), or scale the image down so it doesn't fill the width of the screen (centerInside, fitStart, fitCenter, center, matrix).
Here is one specific example:
Source image is 222x470 pixels.
Emulator screen is 480x800hdpi in portrait orientation.
I want the ScrollView to fill the entire screen.
I want the ImageView to scale the image so it fills the width of the screen (stretching the source image from 222 wide to 480 wide).
I want the ImageView to preserve the aspect ratio of the source image, meaning its height will have to scale from 470 pixels to approximately 1016 pixels.
Since that won't fit on the screen (it is only 800 pixels high), the ScrollView should kick in. By default the top of the image should show and the ScrollView should allow scrolling down to see the rest of the image.
This is just one example. Ideally I'd like this to work regardless of image size and screen size.
Extra credit if you know a way to do it all within the XML layout.
And before y'all come down on me like a ton of bricks (or bricked cellphones?), I'm aware there are several similar questions on this site (see here, here, here, here, and here) but they are either unanswered or the answers are unacceptable ("use fitXY", which does not preserve aspect ratio, or require specifying exact pixel width/height in the ImageView which is not a general purpose solution to the problem). It'd be nice to get a solid answer to this documented and out there.
Answering my own question in the hopes it helps someone else.
I found a simple functional answer here. The AspectRatioImageView class works where all my XML scaling attempts failed.
I've been trying to get a universal layout working on Android with no success. My understanding is that if you specify all widgets in dp, and make it look right in one screen size, it should scale properly to other resolutions, but my results look kinda wrong to me.
I layed out everything in HVGA using a relative layout. The relative layout has a background that our UI designer used to define element boundaries. In this layout, everything looks perfect.
Then I switch to a larger screen with a slightly different aspect ratios, the background scales properly but everything else looks off by some dp. My question is, what is the golden way to make all the elements scale correctly with screen. I want to preserve the ratios of all the elements with respect to the background.
Thanks!
Edit: figured out how to do this. The reason for inconsistency between buttons and background is that background is scaled differently from dp, and devices apparently have different dps. The solution is to manually compute the scale factor from absolute pixels then scale everything manually by that factor. Here is a good reference how to do this:
Scale Android for different screens
dp scales itself in such a manner so that the size of any widget remains constant on different screens having different resolution.
In your case, the size of list-view remains constant but the background stretched to the screen width. To avoid this, use first colour as background of first list-view and same as for second list-view.