![]() When the screen size is changed to a larger or smaller resolution, the buttons will also remain anchored to their respective corners. Once the buttons have been anchored to their respective corners, they stick to them when changing the resolution to a different aspect ratio. (See the UI Basic Layout page for more information on anchors.) Similarly, the anchors for the lower left and lower right buttons can be set to the lower left corner and lower right corner, respectively. It’s best to do this while the current screen resolution set in the Game View is the one the layout is initially designed for, where the button placement looks correct. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. More info See in Glossary, or by dragging the triangular anchor handles in the Scene A Scene contains the environments and menus of your game. The anchors of the top left button can be set to the upper left corner using the Anchors Preset drop down in the Inspector A Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. One way to keep the buttons inside the screen is to change the layout such that the locations of the buttons are tied to their respective corners of the screen. See in Glossary with this setup, the buttons may not even be inside the rectangle of the screen anymore. ![]() If the resolution is changed to a landscape aspect ratio The relationship of an image’s proportional dimensions, such as its width and height. This means that they keep a constant offset from the center. UI elements are by default anchored to the center of the parent rectangle. ![]() Using anchors to adapt to different aspect ratios The layout is initially setup in the Phone HD Portrait resolution. In our case study we have three buttons in the corners of the screen as shown below, and the goal is to adapt this layout to various resolutions.įor this how-to we’re going to consider four screen resolutions: Phone HD in portrait (640 x 960) and landscape (960 x 640) and Phone SD in portrait (320 x 480) and landscape (480 x 320). In this how-to we’re going to use a simple case study and look at and compare the different tools in the context of that. The UI System in Unity includes a variety of tools for this purpose that can be combined in various ways. More info See in Glossary layouts need to be able to adapt to that. Modern games and applications often need to support a wide variety of different screen resolutions and particularly UI (User Interface) Allows a user to interact with your application.
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