If you put your UI canvas in World Space, things adjust very nicely by themselves without having to add things like CanvasScalers and AspectRatioFitters.When you zoom in/out with the main camera, you will also automatically make the UI bigger/smaller. The Unity UI system has everything you need to easily autoscale your dialog windows and fonts for all the main resolutions without really that much (or any) adjustment code. Unity is a video game development platform thats gone from being the preferred option for indie developers (owing to its ease of use and low cost) growing into the industry powerhouse it is today for everyone from indie devs to major studios like Obsidian and InXile. The exception is iPad's where it creates a big empty area on top/bottom. ![]() Reference documentation for iOS Player Settings Settings that let you set. Set up a Unity project for iOS development. On most resolutions, the empty space it creates are pretty negligible. This section of the User Manual explains how to set up a project for iOS development and introduces iOS-specific tools and settings. Have you seen this snippet of code yet? Attach it to your main camera(s) and it will letterbox/pillarbox everything outside of your target resolution and get your game as big as possible in the available space. ![]() Unless I misunderstand something, it seems like to me, you shouldn't be thinking about hiding stuff when in 18.5:9, you should be thinking of coming up with something new to place into the extra 2.5 of space on the sides. Featuring Cycles Light Linking, new Principled BSDF shader, better Color Management, Geometry Nodes repeat zone, and so much more. ![]() It's sort of the opposite of an iPad where you have huge amounts of empty space on the left and right instead of on the top and bottom, assuming landscape.
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