GUIScaler

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Revision as of 19:08, 19 October 2009 by NCarter (Talk | contribs)

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Author: Rando Wiltschek (Orion)

Description

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

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();

JavaScript - GuiScaler.js

<javascript>@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; }</javascript>

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