How do I fit the GameObject's width to the screen width ?
Hello !
I want to make a 2D Spaceshooter game. The Player controls the Spaceship(orange triangle). Every few seconds I want a horizontal row of grey blocks to spawn in the top of the screen and move slowly down towards the player. It is important, that the grey Blocks fit the screen completly(horizontally) as the Player is not allowed to fly arround them. That kind of worked fine, when I resized my grey-block-objects manually in the inspector. But always when I change the screen size or the number of grey Blocks I have to resize again which is annoying. Right now the Sprite width of my grey Blocks is 100 Pixels and my Screen is (600x800). So 6 grey blocks should fit perfectly, but they don't (see screenshot). There is a lot of space next to the blocks... I could now resize them manually again, but I want to find a scripting solution to resize the gameobjects now horizontally and fit them to the screen width as it seems much more professional and I am very likely to change screen size or number of grey blocks soon.
![alt text][1]
I tried it with localScale:
first I get a sixth of the screen width:
blockWidth = (Screen.width / 6.0f);
then I change the block's width to that size:
createdObject.transform.localScale = new Vector3(blockWidth, createdObject.transform.localScale.y, 1.0f);
If I execute that code the Blocks get huge. I guess thats because localScale works with units and not with pixels. But maybe there is a similar way to solve this ?
I am kind of new to unity and have a hard time trying to understand how pixels and unity units relate, etc. My Camera is orthographic. (Pls don't get confused: in my project the blocks are actually called WhiteKey)
I hope someone can help with this problem. Thank you in advance !
G0vinda [1]: /storage/temp/155776-spaceshooterproblem.png
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