Debug.Log ("screenHeight = " + screenHeight); //this.GetComponent<Camera>().orthographicSize = screenHeight / 200.0f; float orthographicSize = this.GetComponent<Camera>().orthographicSize; float aspectRatio = Screen.width * 1.0f / Screen.height; float cameraWidth = orthographicSize * 2 * asp...
调整Canvas的Render Mode属性为Screen Space - Camera: 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Referenc...
so that both have the same inner and outer angles. Angles do not/// need to account for the limits due to screen size.[System.Serializable]publicstruct
WindowedThe application uses a standard, non-full-screen, movable window. The size of the window depends on the application’s resolution. In this mode, the application is resizable by default. To prevent application resizing, disableResizeable Activity. ...
Screen.SafeArea 2. 常见的界面类型划分 根据游戏的类型不同、需求上的差异, 对于界面的适配通常会有所差异, 一般上可以大致分为以下三种类型: 界面尺寸始终保持设计分辨率不变, 但可能存在需要与屏幕保持水平位置或垂直位置方向上居中的需求(例如确认弹窗、限时礼包等弹出式界面). ...
This adds or removes the UNITY_NO_SCREENSPACE_SHADOWS shader compiler define. Prefer 32 bit shadow mapsEnable 32-bit float shadow map when you are targeting platforms that use DX11 or DX12. Most platforms have a fixed shadow map format that you can’t adjust. These vary in format, and can...
The Transform property is simply the position, rotation and scale of any GameObject. Unity uses the left-hand coordinate system, in which you think of the coordinates of your computer screen as X (horizontal), Y (vertical) and Z (depth, that is, coming in or going out of the screen)....
Click theAuthtab to display the panel content. Set the API key in theAPI Keysection. Make sure your API key is visible in the field where you seePaste your API key hereas shown in this screenshot. You can find information about how to get API keys by clicking onGet an API Keyin th...
红色为UI Image,对屏幕进行了自适应,但是蓝色的3D Quad由于是3D物体,尺寸恒定,当摄像机可是范围变大(Size变大),则在屏幕上会“变小”,比如原来长度1米的物体,可以占据100个像素,现在的长度1米的物体,只占据50个像素。 现在想找到一种方法,能让3D物体如同UI组件一般进行自适应。
Typically, a GUI system is what you see on the screen that stays put no matter where the camera is looking (although it doesn’t have to). The Unity GUI functionality is currently undergoing a complete revision and the new uGUI system is coming out in Unity 4.6. Because that isn’t ...