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Question by raycosantana · May 01, 2013 at 02:06 PM · resolutionscreenmaya

How to calculate unity screen resolution in maya?

Hello!

Im making a shoot'em up game and I need to create the levels in maya but I cant figure out how to calculate the units required to fill the screen in unity, the game right now its at the fixed resolution of 1024x768 (standalone), I tried attaching an image at that resolution in maya's viewport but that didn't work, the mesh end up being much bigger.

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avatar image Fattie · May 01, 2013 at 02:19 PM 0
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hmm, it's unclear if you mean a 2.5D game, a 3D game, or what ?

In Unity, basically everything is in meters (and kilograms).

You must make all models actual size. Eg, humans are 2m tall, cars are 4m long, and so on.

it's that simple really

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Answer by Owen-Reynolds · May 01, 2013 at 02:51 PM

Think about taking pictures of animals. How tall should an animal be so it fills up the picture? Of course, that's a nonsense question. You're going to position the camera close/far enough so mice and elephants each fill their shot. But, if you have a long, thin stretched-out snake (big or small) it won't ever look great since it will have so much room on the sides.

Unity is the same way. You can put the game camera as far or close as you need to, pretty much the same way you can in Maya while editing. If you grab a pre-done camera script, it may have some built-in presets and limits on distance. Just slapping it on and running will make it appear your model is too small/big. But the distances in scripts aren't special and are easy to change (as Fattie writes, they start out so a 1 unit = 1 meter outdoor scene with people looks about right.)

Like the snake, what matters is aspect ratio. 1024x768 is 4:3. So if your model is 60 units tall, and you need to pull back enough to see it all, the view will automatically be 80 units wide.

If you go for 2.5D, an orthographic camera has a single width. It's 1/2 the short view (I think.) So a setting of 30 would give a 60 tall 80 wide image. For a 3D camera, you can set the angle to whatever degrees. Computing the actual width involves trig (2*tan*dist,) but you can pretty easily hand-move the camera back to where it looks good, and read off the distance.

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avatar image raycosantana · May 01, 2013 at 03:22 PM 0
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I understand, so if I have a 2.5D orthographic camera with a size of 6, the height will be 12 units/meters and it will be 3/4 of the width (16 units) because of the 4:3 resolution, right? thanks.

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