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Showing content with the highest reputation on 04/03/2019 in all areas

  1. 1 point
    Hello everyone, I think most of you guys who develop android games faced errors with canvas scaling with screen sizes, Like UI elements sometimes out of screen Well, First of all i tried to set a fixed resolution to all screen devices, but some devices uses more memory that it's expected to use which cause a lot of lags, Screen.SetResolution(1080, 2160, true); After a hard work of research i made this script : using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class CanvasTest : MonoBehaviour { public CanvasScaler canvas; void Start() { canvas.referenceResolution.Set(Screen.width, Screen.height); } } The resolution the UI layout is designed for. If the screen resolution is larger, the UI will be scaled up, and if it’s smaller, the UI will be scaled down. i tested it on 4 devices with different screen resolutions and it worked, ------ Tips : -Create a new GameObject in Hierarchy . -Name it what ever you want. -Create a new script like : "CanvasManager." -Drag the code above in the script -put the script in the GameObject -Drag CanvasScaler to the GameObject which contains the script -Make sure the CanvasScaler : 1] UI Scale Mode : Scale with screen size 2] Reference Resolution : as you want but what i tested it was on (1440x2880) 3] Screen Match Mode : Match Width Or Height and make sure it's set to : 1 (width(0)------------(0.5)-----------Height(1)) ------------ It wont work in the Editor(elements collide with each other), test it on android device and it will work fine ------------ if anyone have better than this please post it here Thank you so much!
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