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Question by craftercis · Nov 21, 2018 at 04:09 PM · c#scaleingamecolorpicker

Scale ingame color picker

Hey, I am working on a 3D room editor where you can grab an object from a menu and put it back in a room. You also get the option to give these objects a different color, this is done by the color picker. I now have a script that works the way I want it only if I enlarge the color picker, then he does not pick up the colors anymore and he does not move the selector circle anymore.

How do I solve this?


GIF Color picker at 1.8 scale alt text

GIF Color picker at above 2 scale alt text


Color picker script:

 using UnityEngine;
 
 public class ColorPickerSimple : MonoBehaviour
 {
 
     Color[] Data;
     SpriteRenderer SpriteRenderer;
 
     GameObject ColorPicker;
     GameObject Selector;
     BoxCollider Collider;
     public GameObject target;
     Ray rayray;
     private Plane MyPlane;
 
     public int Width { get { return SpriteRenderer.sprite.texture.width; } }
     public int Height { get { return SpriteRenderer.sprite.texture.height; } }
 
     public Color Color;
 
     void Awake()
     {
 
         ColorPicker = transform.Find("ColorPicker").gameObject;
         SpriteRenderer = ColorPicker.GetComponent<SpriteRenderer>();
         Selector = transform.Find("Selector").gameObject;
         Collider = ColorPicker.GetComponent<BoxCollider>();
 
         Data = SpriteRenderer.sprite.texture.GetPixels();
 
         Color = Color.white;
 
         Debug.Log(Collider);
         MyPlane = new Plane(transform.TransformDirection(Vector3.forward), transform.position);
     }
 
 
     void Update()
     {
 
         if (Input.GetMouseButton(0))
         {
             rayray = Camera.main.ScreenPointToRay(Input.mousePosition);
             MyPlane = new Plane(transform.TransformDirection(Vector3.forward), transform.position);
 
             Vector3 screenPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
             screenPos = new Vector3(screenPos.x, screenPos.y);
 
 
             //check if we clicked this picker control
             RaycastHit[] ray = Physics.RaycastAll(rayray.origin, rayray.direction);
             foreach (RaycastHit h in ray)
             {
                 Debug.Log(h.collider.name);
                 if (h.collider.name == "ColorPicker")
                 {
                     Selector.transform.position = screenPos;
 
                     //get color data
                     screenPos -= ColorPicker.transform.position;
                     int x = (int)(screenPos.x * Width);
                     int y = (int)(screenPos.y * Height) + Height;
 
                     if (x > 0 && x < Width && y > 0 && y < Height)
                     {
                         Color = Data[y * Width + x];
                         target.GetComponent<Renderer>().material.color = Color;
                         Debug.Log(Width);
                         Debug.Log(Height);
                     }
                 }
             }
         }
     }
 }



EDIT:

This is the inspector from the color picker color field This is the inspector from the color picker color field

This is the inspector from the main camera This is the inspector from the main camera

I can now enlarge it because I have set the clipping planes (near) to 0. Only if I now want a color near the edge does my block become black or gray.. How can i solve this?

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Answer by ThePixelatedSword · Nov 22, 2018 at 11:05 AM

Maybe you only scaled up the color picker and not the rest of the variables. For example is the collider also at 2 scale? This could cause issue if not.

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avatar image craftercis · Nov 22, 2018 at 12:05 PM 0
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no, unfortunately this is not the solution

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