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Question by beginningsir · Nov 14, 2014 at 10:21 AM · aspectratio

How to adapt the instantiation to the aspect ratio

(2D,javascript) Hi, I have gameObjects that instantiate on the corners of the screen. At the moment I am working with a 9:16 aspect ratio but when I change it to 2:3AR (or 320x480) it doesn't instantiate at the desired locations anymore.

I've tried getting a resolution-change ratio (Xratio=Screen.width/originalWidth) and then applied it to the coordinates [Vector2(#*Xratio,#)] of the gameObject but still I can't get it to work. One of the possible issues is by declaring the variable for the 'originalWidth': since the aspect ratio is 9:16 I had to get the width of the resolution for 'originalWidth'(example:262). I'm not sure if this would be the problem though...

Could anyone please help me out with some tips on how to solve this issue or some links where I could learn more about adaptations for different aspect ratios? Much appreciated!

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avatar image AlwaysSunny · Nov 14, 2014 at 10:10 AM 0
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Check out the answer here and see if that method will work for you: http://answers.unity3d.com/questions/150736/script-gui-units.html

avatar image beginningsir · Nov 14, 2014 at 10:26 AM 0
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Thanks AlwaysSunny but I actually used this link before to get much of the information I needed. The example of this link has the originalWidth=640. The issue I am getting is that regardless of the aspect ratio that i set it (eg: apple products [iPad Tall 768x1024]) the real resolution will be 305x407(this number depends on how i resize my viewing screen). At this point the true Screen.width=305 and not 768.

avatar image NaRango4 · Nov 14, 2014 at 12:47 PM 0
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this might help http://docs.unity3d.com/ScriptReference/Camera.ScreenToWorldPoint.html

I have been using this method to get my position based on pixels

avatar image beginningsir · Nov 16, 2014 at 12:15 PM 0
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Thank you NaRango, the link has given me good help to understand this better.

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