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Question by solci · May 03, 2014 at 12:57 AM · texturescalescreensize

Draw texture the same size of a sprite

I'm working on some enemies for my game and i'll draw a health bar over then when they've taken some damage.

Here's what i got (this script is linked to the sprite):

 Vector3 position = Camera.main.WorldToScreenPoint(new Vector3(transform.position.x, transform.position.y, 0));
 Vector3 size = Camera.main.WorldToScreenPoint (transform.renderer.bounds.size);
 GUI.DrawTexture(new Rect(position.x,Screen.height-position.y,size.x,size.y), hpBarDetail, ScaleMode.StretchToFill);

The position is almost fine, but the size is messed up. The sprite is small but the texture size is almost the screen size.

How do i draw a texture the same size a sprite is being drawn on the screen?

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Answer by solci · May 03, 2014 at 02:44 PM

I found the answer. I made some conversions and got the size i wanted (The height i fixed because it was weird scaling with object's height)

 float vertExtend = Camera.main.orthographicSize;
 float horzExtent = vertExtend * Screen.width / Screen.height;
 float widthRatio = Screen.width / (horzExtent *2f);
 Vector3 size = transform.renderer.bounds.size;
 hpBarWidth = transform.renderer.bounds.size.x * widthRatio;
 hpBarHeight = Screen.height / 36;
 Vector3 position = Camera.main.WorldToScreenPoint(new Vector3(transform.position.x, transform.position.y, 0));
 Vector3 size = Camera.main.WorldToScreenPoint (transform.renderer.bounds.size);
 GUI.DrawTexture(new Rect(position.x,Screen.height-position.y,hpBarWidth ,hpBarHeight ), hpBarDetail, ScaleMode.StretchToFill);
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