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Question by AntLewis · Sep 10, 2011 at 11:06 AM · guiiphoneresolution

Scaling position of gameobjects based on screen res

Hi, I'm using gameobjects with the ex2d sprite component to drive my UI (Unity GUi was too slow) within the scene and I want to create a system that will work independent of resolution - so I can place the elements on my PC and their relative positions will remain when I build onto iPhone.

I was previously using GUI elements and using a percentage to define their position (i.e position of element = Screen.width* percentage). So I'd edit the percentage value to place elements where I want. However, I'm now dealing with gameobjects in world space, I'm not sure how to go about this.

I have come across camera.WorldToScreenPoint(transform.position) that converts world space into screen space - is this a recommended method?

Thanks!

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Answer by PrimeDerektive · Sep 10, 2011 at 11:27 AM

Judging from your previous implementation, the best solution would probably be to use ViewportToWorldPoint(). In all the Camera functions, "Screen" gives you x/y pixel position on the screen, "Viewport" gives you x/y percentage.

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avatar image AntLewis · Sep 10, 2011 at 02:25 PM 0
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Sorry not quite joining the dots here - it sounds as if I need the opposite? Aren't gameobjects in world space, and I need to convert them to viewport space? thanks for your time.

avatar image PrimeDerektive · Sep 10, 2011 at 03:10 PM 0
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Well yeah, if you want to get the viewport position of a gameobject, you would use WorldToViewportPoint(). I assumed from your question that you were looking to position the gameobject based on the viewport, not get the existing position.

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