Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
This post has been wikified, any user with enough reputation can edit it.
avatar image
0
Question by k234234w · Feb 26, 2015 at 11:53 AM · windows store app

Camera Panning 2d + Remote Build Vs Simulator

Currently I am working on a hidden object game where the user pans around a city scene. I have noticed two things that are different between when I run it through the simulator in Visual Studios and do a Remote build on my rt device. Currently I am using unitys sample ui for the main menu for the time being. Everything appears fine on the simulator for all resolutions. However when I put it on my device the source image attached to the buttons becomes shrunken. In the editor and on the simulator the button text will fill the image nicely but now it looks as if the text is the same size but my buttons have been scaled down. Secondly the code I have to pan on the device does not seem to work as it would on the simulator or editor in the sense that bounds in which it can pan seem shifted (essentially I would like the user to only be able to pan in the region where the background is,... but on the device they can pan into nothing and hence see a black empty screen if they pan enough).

Here is a portion of the code. Note my image is on a quad, this code is on my camera, and my Map is that quad.

 void Start() 
 { 
             
     Sensitivity.x = .05f * map.localScale.x;
     Sensitivity.y = .05f * map.localScale.y;
     Sensitivity.z = .05f *(map.localScale.x + map.localScale.y);
 
     float vertExtent = Camera.main.camera.orthographicSize;
     float horzExtent = vertExtent * Screen.width / Screen.height;
 
             
     float mapX = map.localScale.x;
     float mapY = map.localScale.y;
 
     minX = horzExtent - mapX / 2.0f;
     maxX = mapX / 2.0f- horzExtent;
 
     minY = vertExtent - mapY / 2.0f;
     maxY = mapY / 2.0f - vertExtent;
 
     minZ = .025f *(map.localScale.x + map.localScale.y);
     maxZ = .05f* (map.localScale.x + map.localScale.y); 
 
 
     camera.orthographicSize =  10.0f;
             
 }

//And a LateUpdate for bounding

 void LateUpdate() 
 {
     Vector3 v3 = transform.position;
     float size = camera.orthographicSize;
 
     v3.x = Mathf.Clamp(v3.x, minX + size, maxX - size);
     v3.y = Mathf.Clamp(v3.y, minY + size, maxY - size);
     camera.orthographicSize = Mathf.Clamp(camera.orthographicSize,minZ,maxZ);
     transform.position = v3;
 }



Should I trust what I am seeing on the simulator, or should I trust what I see when I do remote debugging on my device. Can anyone see a problem with any of the code I have posted, or know why I am seeing these strange things?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

2 People are following this question.

avatar image avatar image

Related Questions

Help With Multitouch in 2D Windows Store apps 0 Answers

Why does same Windows Store build look better on PC than tablet? 1 Answer

crashing on/shortly after Unity Splash on Windows Builds. 0 Answers

xbox UWP very bad performance 3 Answers

How to run an UWP app for test after build? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges