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Question by PJisAnarchist · Jun 27, 2012 at 09:20 PM · androidiosdifferentbegingroup

BeginGroup not acting the same on iOs and on Android.

Hello community!

I had a lot of help by reading your answers here, but I'm facing a problem, and I can't figure a solution:

On Android, I have a lifebar, made with boxes in a Begin/EndGroup. It works fine, but when I build my game on iOS, it looks weird, showing only a part of it. Everything else works fine from the porting to iOs, Boxes, Screen.width related stuff... It's just that. You can see it below, and the code too.

alt text

 function L(){
 return (Screen.width*1.001);
 }
 
 function H(){
 return (Screen.height*1.001);
 }
 private var pos : Vector2 = new Vector2(L()/8.7,H()/28);
 private var size : Vector2 = new Vector2(L()/3.5,H()/12);
 
 // draw the background:
     GUI.BeginGroup (new Rect (pos.x, pos.y, size.x*1, size.y*1));
         GUI.Box (Rect (0,0, size.x*1, size.y*1),progressBarEmpty);
 
         // draw the filled-in part:
         GUI.BeginGroup (new Rect (0, 0, size.x*1 * barDisplay, size.y*1));
             GUI.Box (Rect (0,0, size.x*1, size.y*1),progressBarFull);
         GUI.EndGroup ();
 
     GUI.EndGroup ();


Does anyone has an idea of what is happening there? Thanks in advance,

PJ

BDVproblem.jpg (41.9 kB)
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Answer by PJisAnarchist · Jun 28, 2012 at 08:44 AM

Oh. One more clue. The problem shows in the Unity Mac Editor, wich is v.3.5.2f2 while the android build is done on PC with v.3.5.1f2.

Does anyone know about such a bug related to Mac or new version?

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Answer by PJisAnarchist · Jun 28, 2012 at 09:55 AM

OK, CASE SOLVED.

It was kinda dumb: When porting to iOs, Unity reimport all your medias, and it decided to convert the lifebar textures to a square PVRTC. So it was just a wrong image ratio, nothing to do with the scripts.

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