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Question by VaLightningThief · Oct 17, 2018 at 04:20 PM · 2dtextpanel

Why wont my text box stay the same size?

@MonoFlauta So i have a panel that i am using as a text box. In the game view when your not playing but can see it it looks fine but in game it's huge. Is it because i fullscreen it when i play and if so how do i fix it? (First image is not playing second image is in game.)alt text

box1.png (15.6 kB)
box-2.png (12.5 kB)
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avatar image TreyH · Oct 17, 2018 at 06:09 PM 0
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Depends on how you built it in the Inspector. Can you link that and any parents it might have influencing its dimensions?

avatar image VaLightningThief TreyH · Oct 17, 2018 at 06:11 PM 0
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No need for this now ive found a better way to add text. But no it didnt have any parents.

Thanks for helping though. ; )

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Answer by axcersory · Oct 17, 2018 at 06:22 PM

Maybe you can change Canvas Scaler in inspector from "Constant Pixel Size" to "Scale With Screen Size".

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Answer by GamitusLabs · Oct 17, 2018 at 09:15 PM

The way axcersory suggests is one method of making it work. Another way of dealing with it is: setting the panels anchors properly. Which is easier said than done, I realize that. UI elements are all relative sizes based on the parent/child; and the numbers are really confusing until you figure them out... not that they aren't hard to deal with still, only slightly less confusing.

EX - Image within an Image (white box [child] within a green box [parent]) alt text

Rect Transform left, right, top and bottom are the difference from the objects corresponding anchor edges... in pixels. In the example case: 5 px each.

Rect Transform anchors min x,y (Top-left) and max x,y (Bot-right) are the distances from the edges of the parent objects bounds... in relative distance. A float value between 0-1 representing min and max.

EDIT

Another way you can probably think of it: the left, right, top and bottom are padding and the anchors are how it scales in relation to its parent.


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