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Question by zero_null · Apr 16, 2014 at 02:31 PM · collisionspritetexture2d

Is this Possible to force gameobjects (coliders etc) to get stretched based on the aspect ratio of the screen?

Well with unity3D, I am in big trouble whenever I use sprites. As for textures I compensate for a evener look by Stretching it (Screen.width & Screen.height- that's fine for low end 2D games). Now If I have an Image and based on content of Image (Let's say I want to add BoxCollider for the walls in image). It works, but for only one aspect ratio. As I am making game for Android. I am having bunch of different resolution & Aspect ratios. Is this possible to stretch my coliders or other game objects so that I can Work easily???? please help me. I am in a rush :(

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avatar image perchik · Apr 16, 2014 at 02:36 PM 0
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Seems like you can use Screen.Width or Screen.Resolution in combination with LocalScale to change the gameobjects.

avatar image robertbu · Apr 16, 2014 at 02:54 PM 0
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If you don't care that all of your objects get stretched, then you can change the projection matrix of the camera to match any resolution:

http://answers.unity3d.com/questions/635701/screen-resolution-scaling-no-solution.html

avatar image zero_null · Apr 16, 2014 at 02:58 PM 0
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will it stretch the gameobjects that are not visible accordingly as well???? I mean to say the colliders????

avatar image robertbu · Apr 16, 2014 at 03:01 PM 0
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It doesn't stretch any of your objects or components. What it does is stretch the camera view to match the resolution. The game objects and colliders remain unchanged.

avatar image zero_null · Apr 16, 2014 at 03:04 PM 0
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$$anonymous$$y Problem is still there :(

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