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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.
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
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?
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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