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m (Text replace - "<javascript>" to "<syntaxhighlight lang="javascript">")
m (Text replace - "</javascript>" to "</syntaxhighlight>")
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gui.pixelInset.width *= mySize;
gui.pixelInset.width *= mySize;
gui.pixelInset.height *= mySize;
gui.pixelInset.height *= mySize;

Latest revision as of 20:52, 10 January 2012

Author: Rando Wiltschek (Orion)

[edit] Description

This script scales a GUITexture depending on the screen size / resolution. This allows the interface to be designed independently of a fixed resolution.

[edit] Usage

Place this script on a GameObject with a GUITexture component. The scale and position that you use for "Pixel inset" of the GUITexture will be used as the smallest scale. I usually use 50% of the original size, so it works well in the game view. When the game is run at a higher resolution, the GUITexture will be scaled up to 2x (maxFactor). If you want your GUITexture to be anchored in a corner of the screen, set the object's transform x and y to 0 or 1 (or 0.5 for centered) and then adjust the Pixel inset to move the GUITexture.

If another script needs to know the scaling factor of the GUI, you can just use GuiScaler.GetSize();

[edit] JavaScript - GuiScaler.js

@script RequireComponent(GUITexture)
static private var size = 0.0;
// at what screen height should the texture be it's preset size (as setup in the inspector)?
static private var minAtScreenHeight = 384;
// at what screen height should the texture be fully scaled by maxFactor? 
static private var maxAtScreenHeight = 768;
static private var maxFactor = 2;
static function GetSize () : float
	if(size == 0)
		var factor = Mathf.InverseLerp(minAtScreenHeight, maxAtScreenHeight, Screen.height);
		size = Mathf.Lerp(1, maxFactor, factor);
	return size;
function Awake () 
	var mySize = GetSize();
	gui = GetComponent(GUITexture) as GUITexture;
	gui.pixelInset.x *= mySize;
	gui.pixelInset.y *= mySize;			
	gui.pixelInset.width *= mySize;			
	gui.pixelInset.height *= mySize;			
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