local size = PlatformDevice.GetScreenSize() local screenWidth, screenHeight = size.x, size.y local designWidth, designHeight = GetDesignResolution() -- 根据屏幕分辨率宽高比,计算出新的Canvas resolutionSize,得到UI需要显示的分辨率 if (screenWidth / screenHeight) > (designWidth / designHeight) then ...
将映射游戏内容的Camera拖入Render Camera中,下一个属性Plane Distance表示UI 与Camera的在Z轴距离(其实就是变相反映了UI的Z轴位置)。 接着在Canvas Scaler属性里将Ui Scale Mode属性设置为Scale With Screen Size, 表示Canvas会根据屏幕比例缩放。 下面的Reference Resolution,表示UI宽和高一半的大小。例如设计尺寸为6...
#if UNITY_STANDALONE_WIN Resolution[] r = Screen.resolutions; Rect screenPosition = new Rect((r[r.Length - 1].width - Screen.width) / 2, (r[r.Length - 1].height - Screen.height) / 2, Screen.width, Screen.height); //去除上边栏(不可拖拽缩放) SetWindowLong(ParenthWnd, GWL_STYLE, ...
Screen.SetResolution(Screen.width, Screen.height, true); } //按A全屏 if (Input.GetKey(KeyCode.A)) { //获取设置当前屏幕分辩率 Resolution[] resolutions = Screen.resolutions; //设置当前分辨率 Screen.SetResolution(resolutions[resolutions.Length - 1].width, resolutions[resolutions.Length - 1].height,...
若要动态更改脚本的绘图分辨率,请调用Screen.SetResolution 当前的分辨率可以在屏幕上获得Screen.width 或者Screen.height,DPI可以在Screen.dpi获得。 代码语言:javascript 复制 publicvoidSetupResolution(){varfactor=0.8f;// Get current resolution with Screen.width, Screen.heightvarwidth=(int)(Screen.width*factor)...
下面的Reference Resolution,表示UI宽和高一半的大小。例如设计尺寸为640x960, 则x应为640 / 2 = 320,宽应为960 / 2 = 480。 下面的Screen Match Mode属性选中Match Width Or Height,表示采用宽度(上文有提到过) 或高度(Unity自带适配方式)适配。然后Match调整为0或1,0表示完全宽度适配, ...
注:Screen.currentResolution.height 当前设备高,Screen.currentResolution.width 当前设备宽 保留任务栏最大化效果: <7>.获取当前窗口句柄的分辨率 导入user32.dll的相关方法: 1//获取窗口位置以及大小2[DllImport("user32.dll")]3[return: MarshalAs(UnmanagedType.Bool)]4publicstaticexternboolGetWindowRect(IntPtr ...
游戏界面显示screenSet类(即游戏时控制全屏退出等操作): using System.Collections; using System.Collections.Generic; using UnityEngine; public class screenSet : MonoBehaviour { void Awake() { //获取设置当前屏幕分辩率 Resolution[] resolutions = Screen.resolutions; ...
int rezHeight = (int)Mathf.Ceil(ScalableBufferManager.heightScaleFactor * Screen.currentResolution.height); screenText.text = string.Format("Scale: {0:F3}x{1:F3}\nResolution: {2}x{3}\n", m_widthScale, m_heightScale, rezWidth,
pixelHeight; var screenResolution = math.int2(camera.pixelWidth, camera.pixelHeight); int2 tileResolution; int tileSize = 16; do { tileSize <<= 1; tileResolution = (screenResolution + tileSize - 1) / tileSize; } while (tileResolution.x * tileResolution.y > 1024); for (int i = 0,...