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Question by Mathius777 · Feb 26, 2014 at 06:13 AM · camerascalequad

Scaling a quad

I have a quad that is scaled 26.1x10.1 to fill the screen. It has a texture which I scroll to create a background affect. I had to move my ortho camera size to 540(for smooth moves to be pixel perfect at 1920x1080), and I am wondering where I could find some information on doing these calculations so I understand more how things scale and what my quad dimensions would need to be set to so that it fills the screen like before. Thanks.

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Answer by robertbu · Feb 26, 2014 at 06:23 AM

The Orthographic size is 1/2 of the vertical size seen by the screen. So if you wanted to scale a quad to exactly fit:

 var quadHeight = Camera.main.orthographicSize * 2.0;

The horizontal size is based on the aspect ratio of the screen:

 var quadWidth = quadHeight * Screen.width / Screen.height;

So you would then size your Quad to (quadWidth, quadHeight, 1). In code:

 transform.localScale = Vector3(quadWidth, quadHeight, 1);

In your case the height would be 540 2.0 = 1080. And the width would be 1080 / 1080 1920 = 1920.

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avatar image Mathius777 · Feb 26, 2014 at 06:32 AM 0
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Hmm, it's not exactly filling the screen but it is close. Wonder why it is off. Thanks for the explanation though!

avatar image robertbu · Feb 26, 2014 at 06:36 AM 0
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Any change your camera is offset? Your camera needs to have x and y at 0.

avatar image robertbu · Feb 26, 2014 at 06:40 AM 0
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I just tested it in the editor (1024 * 768) and it worked perfectly. I've run this test before, but I wanted to be sure my info was accurate. What are you seeing?

avatar image Wolfram · Feb 28, 2014 at 05:00 PM 1
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As I offered - upload your testscene somewhere, and I can check it.

avatar image Wolfram · Feb 28, 2014 at 06:04 PM 2
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I was about to tell you ;-) Glad we solved it!

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