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Found 2 results

  1. Hello, I have got a problem. When i tune buggy's(From OMA's Fps kit) torque, gear ratios, power... and build the game, my buggy is slower in different resolutions. Can anybody help me ? Sorry for my English...
  2. Hi everyone, My GUI is on my android phone really small and on a other phone much bigger. I know its because of the resolution and I already read many forum post about this problem but none of the solutions workt for me. So I want that the GUI is on every phone the same size. But I really have no idea how to do this. This is my script that creates the GUI: using UnityEngine; using System.Collections; public class GameManager : MonoBehaviour { // The score that the player currently has [HideInInspector] public int curScore; // The highest score the player has reached (saved) private int highscore; // Reference to our custom gui skin public GUISkin skin; // Values defining the width and height of our game over screen public Vector2 losePromptWH; // Boolean to check if we need to end the game or not [HideInInspector] public bool showGameOver; void Start () { // Grab the last saved highscore from the player prefs file highscore = PlayerPrefs.GetInt("Highscore"); } void Update () { // If the bird died and our current score is greater than our saved highscore if (showGameOver && curScore > highscore) { // Set the highscore to our current score highscore = curScore; // Now save the score as our new highscore PlayerPrefs.SetInt("Highscore", highscore); } } void OnGUI() { // Set the GUI's skin to our custom skin GUI.skin = skin; // Show our current score value at the top center of the screen // (note: it uses the custom Score style in our skin) GUI.Label (new Rect(Screen.width/2 - 100,100f,200,200), curScore.ToString(), skin.GetStyle("Score")); // If the bird died, show the game over screen if (showGameOver) { // Define the screen space for the game over window Rect currentGameOver = new Rect(Screen.width/2 - (losePromptWH.x/2), Screen.height/2 - (losePromptWH.y/2), losePromptWH.x, losePromptWH.y); // Generate a box based on the game over window rectangle GUI.Box (currentGameOver, "Game Over", skin.GetStyle("Game Over")); // Draw our current score within the game over window GUI.Label(new Rect(currentGameOver.x + 15f, currentGameOver.y + 250f, currentGameOver.width * .5f, currentGameOver.height * .25f), "Score: " + curScore.ToString()); // Draw our highscore within the game over window (if the highscore was beaten, it will show your current score) GUI.Label(new Rect(currentGameOver.x + 150f, currentGameOver.y + 350f, currentGameOver.width * .5f, currentGameOver.height * .25f), "High score: " + highscore.ToString()); // Draw a replay button on screen and check to see if it was clicked if (GUI.Button (new Rect(currentGameOver.x + (currentGameOver.width - 110), currentGameOver.y + (currentGameOver.height + 250), 330, 160), "", skin.GetStyle("Play"))) { // If it is clicked, reload the level Application.LoadLevel("5 Level"); // Load the highscore from our save file highscore = PlayerPrefs.GetInt("Highscore"); } if (GUI.Button (new Rect(currentGameOver.x + (currentGameOver.width - 520), currentGameOver.y + (currentGameOver.height + 250), 330, 160), "", skin.GetStyle("back"))) { // If it is clicked, reload the level Application.LoadLevel("1 menu"); } } } }
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