GuiRatioFixer

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m (Text replace - "</boo>" to "</syntaxhighlight>")
 
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==C# - GuiRatioFixer.cs==
 
==C# - GuiRatioFixer.cs==
<csharp>  
+
<syntaxhighlight lang="csharp">using UnityEngine;
using UnityEngine;
+
 
using System.Collections;
 
using System.Collections;
 
   
 
   
Line 36: Line 35:
 
      
 
      
 
}
 
}
</csharp>
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</syntaxhighlight>
  
 
==Boo - GuiRatioFixer.boo==
 
==Boo - GuiRatioFixer.boo==
<boo>
+
<syntaxhighlight lang="boo">import UnityEngine
import UnityEngine
+
 
   
 
   
 
# Use this on a guiText or guiTexture object to automatically have them
 
# Use this on a guiText or guiTexture object to automatically have them
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class GuiRatioFixer (MonoBehaviour):
 
class GuiRatioFixer (MonoBehaviour):
     m_NativeRatio = 1.3333333333333
+
     public m_NativeRatio = 1.3333333333333
 
      
 
      
 
     def Start ():
 
     def Start ():
 
         currentRatio = (Screen.width+0.0) / Screen.height
 
         currentRatio = (Screen.width+0.0) / Screen.height
 
         transform.localScale.x *= m_NativeRatio / currentRatioe
 
         transform.localScale.x *= m_NativeRatio / currentRatioe
</boo>
+
</syntaxhighlight>
  
 
==JavaScript - GuiRatioFixer.js==
 
==JavaScript - GuiRatioFixer.js==
<javascript>
+
<syntaxhighlight lang="javascript">// Use this on a guiText or guiTexture object to automatically have them
// Use this on a guiText or guiTexture object to automatically have them
+
// adjust their aspect ratio when the game starts.
// adjust their aspect ratio when the game starts.
+
var m_NativeRatio = 1.3333333333333;
var m_NativeRatio = 1.3333333333333;
+
 
      
 
      
currentRatio = (Screen.width+0.0) / Screen.height;
+
currentRatio = (Screen.width+0.0) / Screen.height;
transform.localScale.x *= m_NativeRatio / currentRatio;
+
transform.localScale.x *= m_NativeRatio / currentRatio;
</javascript>
+
</syntaxhighlight>

Latest revision as of 20:57, 10 January 2012

Author: Jonathan Czeck (aarku)

Contents

[edit] Description

This script will adjust the aspect ratio of a GUIText or GUITexture object by scaling it horizontally to fit the proportions.

It does not know how to align groups of GUI objects after it adjusts their aspect ratio.

[edit] Usage

Place this script on a GameObject with a GUIText and/or GUITexture component. Then scale the object to the correct screen size in a Game View that has aspect set to 4:3. When you run the game, the object's scale will be changed to match the actual screen ratio.

If you prefer working in a different aspect ratio, adjust the Native Ratio value to your native aspect ratio desired. This is horizontal / vertical.

[edit] C# - GuiRatioFixer.cs

using UnityEngine;
using System.Collections;
 
// Use this on a guiText or guiTexture object to automatically have them
// adjust their aspect ratio when the game starts.
 
public class GuiRatioFixer : MonoBehaviour
{
    public float m_NativeRatio = 1.3333333333333F;
 
    void Start ()
    {
        float currentRatio = (float)Screen.width / (float)Screen.height;
        Vector3 scale = transform.localScale;
        scale.x *= m_NativeRatio / currentRatio;
        transform.localScale = scale;
    }
 
}

[edit] Boo - GuiRatioFixer.boo

import UnityEngine
 
# Use this on a guiText or guiTexture object to automatically have them
# adjust their aspect ratio when the game starts.
 
class GuiRatioFixer (MonoBehaviour):
    public m_NativeRatio = 1.3333333333333
 
    def Start ():
        currentRatio = (Screen.width+0.0) / Screen.height
        transform.localScale.x *= m_NativeRatio / currentRatioe

[edit] JavaScript - GuiRatioFixer.js

// Use this on a guiText or guiTexture object to automatically have them
// adjust their aspect ratio when the game starts.
var m_NativeRatio = 1.3333333333333;
 
currentRatio = (Screen.width+0.0) / Screen.height;
transform.localScale.x *= m_NativeRatio / currentRatio;
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