I have a huge (but probably simple) problem. I want to display score. I'm using GUI.Label. When I scale GUI.Label. I want to set position of text. I work on Android, so there are many resolutions and aspect ratios, and I have problem with giving it a precise position.
The "GAME OVER" text is sprite. I tried to set position as half of screen height. It works on some devices, but it doesn't work on devices with highest resolution (1280x720). When I set 400px from top it works, but it doesn't make any sense. Is there any tip for this? I want to display score like here.
My code:
private string labelText;
public Font fontxd;
public Vector2 sizexde;
/*[HideInInspector]*/public GUIStyle styl;
public int p,hp;
static GameObject g1;
static punkt playerScript;
static float virtualWidth = 640.0f;
static float virtualHeight = 400.0f;
static Rect rece;
static Vector3 v3;
public Matrix4x4 matrixs;
static float guiRatio=Screen.width/640;
static float XD=0;
void Start() //1280x720
{
if (Screen.width > Screen.height) {
XD=Screen.width/2;
}
else{//if( Screen.height>Screen.width ){
XD=Screen.height/2;
}
rece=new Rect(10,XD, Screen.width,1);
v3 = new Vector3 (Screen.width / virtualWidth, Screen.width / virtualWidth , 1.0f);
matrixs = Matrix4x4.TRS (Vector3.zero, Quaternion.identity, v3);
g1 = GameObject.Find("XDXDX2");
playerScript = g1.GetComponent<punkt>();
}
void OnGUI()
{
p = playerScript.punkty;
hp = playerScript.hpunkty;
labelText = "Height: " + Screen.height+"-"+Screen.height/2 + "\nWidth: " + Screen.width + "-"+Screen.width/2 ;
GUI.matrix = matrixs;
styl.normal.textColor = Color.black;
styl.font = fontxd;
styl.fontSize = 70;
GUI.Label (rece, labelText, styl);
}
GameObject > CreateOther > GUIText
Edit settings in inspect as shown below:
Now your label's position should be resolution independent.
Related
I have a quite simple unity GUI that has the following scheme :
Where Brekt and so are buttons.
The GUI works just fine on PC and is on screen space : overlay so it is supposed to be adapted automatically to fit every screen.
But on tablet the whole GUI is smaller and reduced in the center of the screen, with huge margins around the elements (can't join a screenshot now)
What is the way to fix that? Is it something in player settings or in project settings?
Automatically scaling the UI requires using combination of anchor,pivot point of RecTransform and the Canvas Scaler component. It is hard to understand it without images or videos. It is very important that you thoroughly understand how to do this and Unity provided full video tutorial for this.You can watch it here.
Also, when using scrollbar, scrollview and other similar UI controls, the ContentSizeFitter component is also used to make sure they fit in that layout.
There is a problem with MovementRange. We must scale this value too.
I did it so:
public int MovementRange = 100;
public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use
public string horizontalAxisName = "Horizontal"; // The name given to the horizontal axis for the cross platform input
public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input
private int _MovementRange = 100;
Vector3 m_StartPos;
bool m_UseX; // Toggle for using the x axis
bool m_UseY; // Toggle for using the Y axis
CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input
CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input
void OnEnable()
{
CreateVirtualAxes();
}
void Start()
{
m_StartPos = transform.position;
Canvas c = GetComponentInParent<Canvas>();
_MovementRange = (int)(MovementRange * c.scaleFactor);
Debug.Log("Range:"+ _MovementRange);
}
void UpdateVirtualAxes(Vector3 value)
{
var delta = m_StartPos - value;
delta.y = -delta.y;
delta /= _MovementRange;
if (m_UseX)
{
m_HorizontalVirtualAxis.Update(-delta.x);
}
if (m_UseY)
{
m_VerticalVirtualAxis.Update(delta.y);
}
}
void CreateVirtualAxes()
{
// set axes to use
m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal);
m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical);
// create new axes based on axes to use
if (m_UseX)
{
m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName);
CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis);
}
if (m_UseY)
{
m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName);
CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis);
}
}
public void OnDrag(PointerEventData data)
{
Vector3 newPos = Vector3.zero;
if (m_UseX)
{
int delta = (int)(data.position.x - m_StartPos.x);
delta = Mathf.Clamp(delta, -_MovementRange, _MovementRange);
newPos.x = delta;
}
if (m_UseY)
{
int delta = (int)(data.position.y - m_StartPos.y);
delta = Mathf.Clamp(delta, -_MovementRange, _MovementRange);
newPos.y = delta;
}
transform.position = new Vector3(m_StartPos.x + newPos.x, m_StartPos.y + newPos.y, m_StartPos.z + newPos.z);
UpdateVirtualAxes(transform.position);
}
Ok, so I'm making this game where the user can drag a ball around the screen, but it's not supposed to leave the play area. I'm getting the following problem though, when I push it towards the colliders it bounces back, and if I push too hard it simply goes off screen (I need to make it do not go off screen. the user is free to drag it all over the place, but within the screen of course).
any tips on how I could solve this issue?
Here is the code for dragging which I'm using:
using UnityEngine;
using System.Collections;
public class CircleManager : MonoBehaviour {
private bool dragging = false;
private Vector3 screenPoint;
private Vector3 offset;
// Pressionando
void OnMouseDown()
{
dragging = true;
screenPoint = Camera.main.WorldToScreenPoint(gameObject.transform.position);
offset = gameObject.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z));
}
// Arrastando
void OnMouseDrag()
{
Vector3 cursorPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z);
Vector3 cursorPosition = Camera.main.ScreenToWorldPoint(cursorPoint) + offset;
//i tried with both below.
//transform.position = cursorPosition;
transform.GetComponent<Rigidbody2D>().MovePosition(cursorPosition);
}
// Soltando
void OnMouseUp()
{
dragging = false;
}
}
Thanks!
You could try to do something like,
if( transform.position.x > xMaxPos )
{
transform.position.x = new Vector3( xMaxPos, transform.position.y, transform.position.z );
}
You could set up for each min and max. Then when you create the xMaxPos variables, create them like:
[serializeField]
private float xMaxPos;
That way they will appear in the inspector and you can tweak their values as you please. You could also throw in an offset that's the width of the ball i.e.
transform.position.x = new Vector3( xMaxPos - transform.localscale.x/2, transform.position.y, transform.position.z );
Try using velocity
public class CircleManager : MonoBehaviour {
private bool dragging = false;
private Vector3 screenPoint;
private Vector3 offset;
public float speed = 5.0f;
// Pressionando
void OnMouseDown()
{
dragging = true;
Vector3 cursorPosition = Camera.main.ScreenToWorldPoint(ToDepth(Input.mousePosition, transform.position.z));
offset = gameObject.transform.position - cursorPosition;
}
// Arrastando
void OnMouseDrag()
{
Vector3 cursorPosition = Camera.main.ScreenToWorldPoint(ToDepth(Input.mousePosition, transform.position.z)) + offset;
Vector3 direction = (transform.position - cursorPosition).normalized;
transform.GetComponent<Rigidbody2D>().velocity = direction * speed * Time.deltaTime;
}
// Soltando
void OnMouseUp()
{
dragging = false;
}
Vector3 ToDepth(Vector3 value, float depth)
{
return new Vector3(value.x, value.y, depth);
}
}
Few things to note:
You don't have to write out gameObject.transform.position i see you did that a few times, as well as calling transform... directly. Its both the same thing, so you don't need the gameObject part.
Also your getting the screenPoint of the transform, then using the z value of that later on, which doesn't really make much sense to me.
Anyways, i don't see why this shouldn't work for you, i haven't tested it though.
Libgdx uses a Matrix4 to express the world space position, rotation and scaleing of objects.
As I am animating these objects a lot in my code I wish to convert them to a format that keeps Position, Rotation and Scale Separate.
This makes it easier to interpolate correctly in order to animate them.
I am storing the Scale and Position both as Vector3s.
And the rotation as a Quaternion.
Here is my class that stores these 3 and converts two and from a Matrix4;
public class PosRotScale {
private static String logstag="ME.PosRotScale";
Vector3 position = new Vector3();
Quaternion rotation = new Quaternion();
Vector3 scale = new Vector3(1f,1f,1f);
public PosRotScale(Vector3 position, Quaternion rotation, Vector3 scale) {
super();
this.position = position;
this.rotation = rotation;
this.scale = scale;
}
public PosRotScale(Matrix4 setToThis) {
this.setToMatrix(setToThis);
}
#Override
public String toString(){
Vector3 axis = new Vector3();
float angle = rotation.getAxisAngle(axis);
String stateAsString = "["+position.x+","+position.y+","+position.z+"]"
+ "["+axis.x+","+axis.y+","+axis.z+","+angle+"]"
+ "["+scale.x+","+scale.y+","+scale.z+"]";
return stateAsString;
}
public void setToMatrix(Matrix4 lastLocation) {
lastLocation.getTranslation(position);
lastLocation.getRotation(rotation);
lastLocation.getScale(scale);
}
public PosRotScale setToRotation(float i, float j, float k, float angleInDeg) {
rotation.set(new Vector3(i,j,k), angleInDeg);
return this;
}
public PosRotScale setToPosition(Vector3 newposition) {
position = newposition.cpy();
return this;
}
public PosRotScale setToScaling(Vector3 newscale) {
scale = newscale.cpy();
return this;
}
public Matrix4 createMatrix() {
return new Matrix4(position,rotation.nor(),scale);
}
}
(I apologise for the snippet above having a "run as" and being interpreted as javascript - I didn't see a option in the code snippet box for Java)
Anyway, in order to test if this was working I created a test state and converted to and from it.
Unfortunately the values clearly didn't match.
I expected the rotation to be off a bit (seems to be the nature of rotations) but scale is clearly wayyyy of. Any pointers as to what I am doing wrong?
Test code;
PosRotScale startScaleAndRotation = new PosRotScale();
startScaleAndRotation.setToPosition(new Vector3(30f, 40f, 50f));
startScaleAndRotation.setToRotation(0f, 0f, 1f, 45);
startScaleAndRotation.setToScaling(new Vector3(0.5f, 2.5f,0.5f));
Gdx.app.log(logstag, " setting to: "+startScaleAndRotation.toString());
Matrix4 test = startScaleAndRotation.createMatrix();
PosRotScale test2 = new PosRotScale(test);
Gdx.app.log(logstag, " check after conversion: "+test2.toString());
Results in:
setting to: [30.0,40.0,50.0][0.0,0.0,0.99999994,45.000004][0.5,2.5,0.5]
check after conversion: [30.0,40.0,50.0][0.0,0.0,1.811493,35.83953][1.8027757,1.8027754,0.5]
I am porting my space shooter game from Windows Phone to Windows Store App. In WP it always play in full portrait orientation.
For the Windows Store app though while in landscape mode, I want to center the game screen with letterboxing on the left and right. The problem is I can't adjust the margin property of SwapChainBackgroundPanel so the game always aligned to the left and the black screen is on the right.
Here's my code
public Game1()
{
graphics = new GraphicsDeviceManager(this);
GamePage.Current.SizeChanged += OnWindowSizeChanged;
Content.RootDirectory = "Content";
}
private void OnWindowSizeChanged(object sender, Windows.UI.Xaml.SizeChangedEventArgs e)
{
var CurrentViewState = Windows.UI.ViewManagement.ApplicationView.Value;
double width = e.NewSize.Width;
double height = e.NewSize.Height;
// using Windows.Graphics.Display;
ResolutionScale resolutionScale = DisplayProperties.ResolutionScale;
string orientation = null;
if (ApplicationView.Value == ApplicationViewState.FullScreenLandscape)
{
orientation = "FullScreenLandscape";
//Does not work because it's start on the center of the screen
//Black screen is on the left and place the game screen on the right
GamePage.Current.HorizontalAlignment = Windows.UI.Xaml.HorizontalAlignment.Center;
//Gives error - WinRT information: Setting 'Margin' property is
//not supported on SwapChainBackgroundPanel.
GamePage.Current.Margin = new Thickness(centerMargin, 0, 0, 0);
}
else if (ApplicationView.Value == ApplicationViewState.FullScreenPortrait)
{
orientation = "FullScreenPortrait";
}
else if (ApplicationView.Value == ApplicationViewState.Filled)
{
orientation = "Filled";
}
else if (ApplicationView.Value == ApplicationViewState.Snapped)
{
orientation = "Snapped";
}
Debug.WriteLine("{0} x {1}. Scale: {2}. Orientation: {3}",
width.ToString(), height.ToString(), resolutionScale.ToString(),
orientation);
}
The GamePage.xaml is the default
<SwapChainBackgroundPanel
x:Class="SpaceShooterXW8.GamePage"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:local="using:SpaceShooterXW8"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
mc:Ignorable="d">
</SwapChainBackgroundPanel>
After some researched I think I've figured it out thanks to this blog post. To those who are in a similar situation, here's what I did.
The beauty of the solution is that the letterboxing is automatically managed by the Resolution class. All I have to do is update the batch.begin() lines in my code to something like
batch.Begin(SpriteSortMode.Deferred,
null, SamplerState.LinearClamp,
null,
null,
null,
Resolution.getTransformationMatrix());
To handle resolution changes as the orientation changed I use this in my Game1.cs
public Game1()
{
graphics = new GraphicsDeviceManager(this);
GamePage.Current.SizeChanged += OnWindowSizeChanged;
Content.RootDirectory = "Content";
Resolution.Init(ref graphics);
Resolution.SetVirtualResolution(480, 800);
}
private void OnWindowSizeChanged(object sender, Windows.UI.Xaml.SizeChangedEventArgs e)
{
var CurrentViewState = Windows.UI.ViewManagement.ApplicationView.Value;
App.AppWidth = (int)e.NewSize.Width;
App.AppHeight = (int)e.NewSize.Height;
Resolution.SetResolution(App.AppWidth, App.AppHeight, true);
}
The initial values of App.AppWidth and App.AppHeight is set in the GamePage.xaml.cs.
public GamePage(string launchArguments)
{
this.InitializeComponent();
App.AppWidth = (int)Window.Current.Bounds.Width;
App.AppHeight = (int)Window.Current.Bounds.Height;
Current = this;
// Create the game.
_game = XamlGame<Game1>.Create(launchArguments, Window.Current.CoreWindow, this);
}
Both are global static property created in the App.xaml.cs
public static int AppWidth { get; set; }
public static int AppHeight { get; set; }
The only problem I've encountered so far, the mouse input does not scale to the screen resolution change. I do not have a touch screen to test unfortunately but I think touch input should scale. If anyone tested touch, please share your findings. Thanks.
Update
I've managed to scale the Mouse input using the following
public static Vector2 ScaleGesture(Vector2 position)
{
int x = (int)(position.X / (float)App.AppWidth * (float)Screen.ScreenWidth);
int y = (int)(position.Y / (float)App.AppHeight * (float)Screen.ScreenHeight);
var scaledPosition = new Vector2(x, y);
return scaledPosition;
}
I have a GameObject that I want to animate along a specific path/curve, but the animation should be controlled by mouse/touch position. So when I touch/click on the GameObject and move the finger/mouse on/near the path (or maybe its easier to just move down) the GameObject should follow its defined path.
I like iTween, but I think it is not possible to find a solution using it here, right?
edit: added image:
It's quite a simpler task than what you might think.
Basically it's a question of remapping a function (that takes the input as parameter) to another function (that express a position along a path).
There are several ways of doing that, depending on the precise effect you want to implement.
The most important choices you have to take are:
How the describe the path/curve
How to handle input
Example
For the path an easy and flexible way is to use some sort of spline curves, such as cubic Bézier curve. It's easy to implement and Unity3D provides built-in functions to draw them. Have a look at Handles.DrawBezier.
Basically a Bézier function takes as input a parameter t in the domain [0,1] and return as a result a point in the space (2D or 3D as you prefer). B(0) gives the point at the begin of the curve, B(1) the end point. (Side note: the function is not linear so in the general case incrementing at a constant rate t doesn't produce a movement at constant speed along the curve. This paper might be useful).
For what concern the input the simpler solution that comes up to my mind is the following:
Accumulate somewhere the vector describing the offset from the position when the touch started to the current touch position. (Here's how to handle touches, have a look at deltaPosition).
Something like:
if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved)
{
offsetFromStartPos += Input.GetTouch(0).deltaPosition;
}
Let's say you want to swipe up/down your finger for moving forward/back an object along a path.Choose a "travel" distance (the domain of the input function) for your finger in order to complete the movement along the curve and normalize the offset using such distance in order to remap the input into the [0,1] domain.
float t = offsetFromStartPos.y / maxDistanceAlongYAxis;
Vector3 pos = CalculateBezier(t);
transform.position = pos;
It's just an hint to put you in the right direction.
I tried with keyboard and its working fine,
but not with mouse or touch
using System;
using UnityEngine;
public class Collector : MonoBehaviour
{
public Transform startPoint;
public Transform middlePoint;
public Transform endPoint;
public float curveSpeed = 0.5f;
//public float speed = 0f;
private int _direction = 1;
private bool _isObjectSelected;
private Vector3 _mouseLastPosition;
private float _journeyLength;
private Vector3 _offsetPos;
private float _currentTime = 0;
private void Start()
{
_journeyLength = Vector3.Distance(startPoint.position,
endPoint.position);
UpdateJourney(0);
}
private void OnMouseDown()
{
if (_isObjectSelected)
return;
_offsetPos = Vector3.zero;
_mouseLastPosition = Input.mousePosition;
_isObjectSelected = true;
}
private void OnMouseUp()
{
_isObjectSelected = false;
}
private void OnMouseExit()
{
_isObjectSelected = false;
}
private void OnMouseDrag()
{
if (_isObjectSelected)
{
Debug.LogError("Mouse drag");
Vector3 currentPosition = Input.mousePosition;
_offsetPos += currentPosition - _mouseLastPosition;
float distCovered = _offsetPos.y / _journeyLength;
UpdateJourney(distCovered);
_mouseLastPosition = currentPosition;
}
}
private void UpdateJourney(float time)
{
if (time < 0)
time = 0;
else if (time > 1)
time = 1;
_currentTime = time;
transform.position =
QuadraticCurve(startPoint.position,
middlePoint.position,
endPoint.position,
_currentTime);
transform.rotation = Quaternion.Euler(
new Vector3(0, 0,
QuadraticCurve(0, 45, 90, _currentTime)));
}
private void Update()
{
// moving on path using keyboard input
float direction = Input.GetAxisRaw("Horizontal");
if (Math.Abs(direction) > 0.1f)
{
_currentTime += Time.deltaTime * curveSpeed * direction;
UpdateJourney(_currentTime);
}
}
private static Vector3 Lerp(Vector3 start, Vector3 end, float time)
{
return start + (end - start) * time;
}
private static Vector3 QuadraticCurve(Vector3 start, Vector3 middle, Vector3 end, float time)
{
Vector3 point0 = Lerp(start, middle, time);
Vector3 point1 = Lerp(middle, end, time);
return Lerp(point0, point1, time);
}
private static float QuadraticCurve(float start, float middle, float end, float time)
{
float point0 = Mathf.Lerp(start, middle, time);
float point1 = Mathf.Lerp(middle, end, time);
return Mathf.Lerp(point0, point1, time);
}
}