The game looks fine inside the Unity screen view, but if I build and choose a different resolution screen size the game looks goofy and dis-proportioned. Especially when I go into full screen mode. I'm using Unity 2019.1.1a (I think it's still in beta?). I'm developing a top down 2D game for Windows PC.
How can I fix it to where the game will look the same on any screen size?
Unity has some good tutorials on this topic:
https://unity3d.com/es/learn/tutorials/topics/user-interface-ui/ui-tools-resolution-device-independence
https://docs.unity3d.com/Manual/HOWTO-UIMultiResolution.html
Related
The fog from my 3d game looks good in Unity (Desktop) but on Android the fog looks different? Can anyone explain the reason?
PC Unity:
Android:
There are few settings, which you have to check first.
Project Settings/Quality: make sure that your editor quality is same as your Android build.
Project Settings/Player/Other Settings: Color Space and Graphic APIs
According to your android screenshot, you also have color bending issue. And you have different gamma value on displays too.
Oversized scaled cubes/low vertex objects often cause issues on mobile
The solution would be cutting/separate the cube into more small cubes or add even more vertexes to the cube
Here is the thread I found this reference from
Ive just started developing for the windows mixed reality headset in unity and it seems to be going well; until i build the program.
The point of my game is simple, one player navigates through a maze in VR and another watches the monitor and guides them through.
In the unity editor under the "game" tab, the cameras work as expected. I used RenderTextures to display two cameras (one of the VR view and one an overview of the entire maze) onto a canvas, which was the game view.
However, when i build my game the only thing that appears on the monitor is the VR's perspective.
I have set the target eye for the vr camera to "both" and the main camera to "None (main display) as others have suggested, but no luck.
Is this a small error ive overlooked or is there a larger problem?
Alex.
I have a Windows application that uses directX and open a Windows.Form to shows vrml objects in 3D space.
I want to open a second screen that will show
the exact same scene but from different angle.
(Like Rear-view mirror in car racing games)
I've looked into MDI but I just can't get my head around it.
Any instruction will be appreciated.
Thanks!
I'm a newbie in Unity3D, I'm making a 2D game, but, I'm making the menu, and it's all pixelated! Om my PC it looks fine, but when I run it on my iPhone, it pixelates.
I have the "compress assets on import" option turned off, and the image's original size is bigger than the size that have in Unity!
This is how it looks on my iPhone:
And this is how it looks on my PC:
PS: All of the components are buttons with PNG images; I don't know if that affects anything.
In your sprite import settings, change "Filter Mode" to "Point".
I believe this prevents the blurring on small screens as displayed items are enlarged and let things stay sharp (pixelated).
one thing you can try is to set your font-size up high, then scale your objects up,and then reduce the size back down (Not from scaling). Use point for images.
When developing a xna game for pc, one problem is that people use different resolutions.
But what happens when the target pc has a lower resolution than the game? Do I have to use vector graphics?
The only way to use a lower resolution is by making the view port smaller, but I don't want to do that. I tested setting the resolution to ultra hd but it stays on full hd on my full hd screen. Is full hd just the maximum of xna or does the game automatically use the screens resolution when it's lower?
The game runs on fullscreen.
A common solution to this problem is to always render one's game to a set resolution and then scale the entire screen image to fit. Examples of how to do this can be found at XNA resize window without increasing resolution