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Question by Nick4 · Mar 21, 2014 at 08:35 AM · guiresolutionscreen

GUI for different resolutions.

Hi. How do you create GUI for different resolutions? First of all, I'm developing for mobile and I don't want to use OnGui function. I just want to create textures seperately and use them as buttons. However, positioning textures using Screen.width and Screen.height variables seems ok, but I can't say the same for gui text. Since gui text has pixelOffset variable instead of pixelInset unlike gui texture. There has to be a solution for that. I'd like to hear your opinions. Thanks!

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avatar image Nick4 · Mar 21, 2014 at 06:35 PM 0
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Should I take it to forums?

avatar image Dblfstr · Mar 21, 2014 at 06:49 PM 0
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If you have a gomeobject with guiText, you can position it the same way you position your other GUI elements. I recommend using sprites for buttons though. That way, you can have all your GUI stuff on a sprite sheet to reduce draw calls.

avatar image Nick4 · Mar 21, 2014 at 06:57 PM 0
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I agree but what about something like game score for instance? You can't just use sprites for that.

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Answer by Nick4 · Mar 23, 2014 at 03:49 PM

I found a way to calculate the ratio for different resolutions in case anyone needs it :

     private const float defaultSize = 64f;
     private const float defaultRes = 1624; // 1024 + 600 , Default resolution added together
     // defaultSize is the value that fits in defaultRes in my case
 
     void Start()
     {
         this.guiText.anchor = TextAnchor.MiddleCenter; // Optional
         this.guiText.fontSize = (int)(((Screen.height + Screen.width) * defaultSize) / defaultRes);
     }
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