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GUI texture to fit the screen at any resolution?
I am trying to add damage to my player, and when he does a GUI texture come up of blood around the edges of the screen, I have my texture but I cannot get it to stay in the place I want it to be in when the resolution changes. I cant really explain any more than this but these pictures should give you a better understanding. Sorry about the external links.
Answer by Eric5h5 · Jan 20, 2013 at 11:49 PM
Make the GUITexture have an X and Y scale of 1.0. Set all pixel inset values to 0. Make sure the X/Y locations are 0.5.
When you mean have the X and Y scale of the texture set to 1 do you mean to set the width and height to 1, or do you mean another way?
I mean set the X and Y scale to 1. Objects have position, rotation, and scale. So, set the X and Y scale to 1. The Z scale is irrelevant.
sorry buddy, not working for me.
i tried as you told, x/y scale to 1 and x/y position to 0.5
but when i choose a relatively big resolution it make texture blurry and very big as compare to screen size.
please guide me, need help :(
$$anonymous$$eep all GUITexture entries as default. Place the GUITexture on an object and use the objects transform to position and size the texture. Works independently of res.
Answer by alok-kr-029 · Sep 24, 2013 at 05:02 AM
Make a plane attach your texture and make it child of ur camera ta da it will work.....
Answer by bernardfrancois · Jan 20, 2013 at 09:58 PM
You may want to use the GUI system instead, by simply calling this in the OnGUI method:
GUI.DrawTexture(new Rect(0f, 0f, Screen.width, Screen.height), texture);
Answer by niknar · Jan 21, 2013 at 04:34 AM
I do it this way when I use GUITextures for menu backgrounds
public GUITexture MenuBG1; MenuBG1.pixelInset = new Rect(0,0,Screen.width,Screen.height);
That doesn't work so well because you have to check for resolution changes and run the code again if the resolution changes (e.g., player resizes window). Just do what I said and set the x/y scale to 1, then it's always correct with no code.
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