using System; using UnityEngine; //[ExecuteInEditMode] public class CameraResolutionScaler : MonoBehaviour { public Camera camera; [Range(0.1F, 1.0F)] public float renderScale = 1.0F; public FilterMode filterMode = FilterMode.Bilinear; private Rect originalRect; private Rect scaledRect; private...
Scale Factor:用于缩放整个Canvas,而且调整Canvas Size与Screen Size一样,这样画布上的物件会相应缩放 ——即透过此Scale Factor直接缩放所有UI元素 2.Constant Physical Size:无论屏幕大小和分辨率如何,使UI元素保持相同的物理大小 ——即固定UI物理尺寸 3.Scale With Screen Size:透过设定的Reference Resolution来自动缩...
if(fitResolution){varresolutionWidthRatio=initialScreenWidth/currentWidth;varresolutionHeightRatio=initialScreenHeight/currentHeight;fitPositionWS.x*=resolutionWidthRatio;fitPositionWS.y*=resolutionHeightRatio;fitScale.x*=resolutionWidthRatio;fitScale.y*=resolutionHeightRatio;} 现在,能自适应屏幕分辨率的改变了。 左...
Using the Scale With Screen Size mode, positions and sizes can be specified according to the pixels of a specified reference resolution. If the current screen resolution is larger then the reference resolution, the Canvas will keep having only the resolution of the reference resolution, but will ...
● UI(用户界面):创建UI上的一些元素,如文本、图片、画布、按钮、滑动条等,如图1-33所示。图1-33 UI● Particle System(粒子系统):创建一个粒子系统。● Camera(摄像机):创建一个摄像机。● Center On Children(对齐父物体到子物体):使得父物体对齐到子物体的中心。● Make Parent(创建父物体):选中多个物体...
Render Camera中 把应该呈现UI的相机拖到此处 Canvas Scaler画布缩放器Scale With Screen Size缩放到屏幕大小 使用 Unity3D-关于项目的屏幕适配(看我就够了) 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... 调整相机为设计尺寸,添加...
使用Scale With Screen Size模式,可以根据指定参考分辨率的像素来指定位置和尺寸。 如果当前的屏幕分辨率大于参考分辨率,画布将保持仅具有参考分辨率的分辨率,但将按比例放大以适应屏幕。 如果当前屏幕分辨率小于参考分辨率,Canvas将同样按比例缩小以适应。 If the current screen resolution has a different aspect ratio tha...
(res) => res.width * res.height).First(); CameraParameters c =newCameraParameters(); c.hologramOpacity =0.0f; c.cameraResolutionWidth = cameraResolution.width; c.cameraResolutionHeight = cameraResolution.height; c.pixelFormat = CapturePixelFormat.BGRA32; captureObject.StartPhotoModeAsync(c,false,...
canvas是所有UI的载体,所有UI都得在canvas下才能显示。 第一种:屏幕空间-覆盖 摄像机和canvas的位置没有直接对应关系(但是要处在摄像机的视锥体范围内),canvas绘制上的UI会直接显示在摄像机上。 第二种:屏幕空间-摄像机 摄像机和canvas的位置有对应关系,需要指定渲染摄像机。
Use maskable/clipable shader (such as UI/Additive or UI/Default) Particles are too small If particles are small enough, they will not appear on the screen. Increase the Scale value. If you don't want to change the apparent size depending on the resolution, try the Auto Scaling option....