我开发了一个统一的二维游戏。首先,我在网络播放器上运行游戏,我的屏幕从两端切割。现在我正在创建android apk。然后在Android设备上它也从两端切割。我们使用自由宽高比。我不太了解屏幕尺寸。那么如何克服这个问题呢?
CameraFollow.cs脚本 -
using UnityEngine;
using System.Collections;
public class CameraFollow : MonoBehaviour
{
public float xMargin = 1f; // Distance in the x axis the player can move before the camera follows.
public float yMargin = 1f; // Distance in the y axis the player can move before the camera follows.
public float xSmooth = 8f; // How smoothly the camera catches up with it's target movement in the x axis.
public float ySmooth = 8f; // How smoothly the camera catches up with it's target movement in the y axis.
public Vector2 maxXAndY; // The maximum x and y coordinates the camera can have.
public Vector2 minXAndY; // The minimum x and y coordinates the camera can have.
private Transform player; // Reference to the player's transform.
void Awake ()
{
// Setting up the reference.
player = GameObject.FindGameObjectWithTag("Player").transform;
//camera.orthographicSize = 640 / screenwidth * screenheight / 2;
}
bool CheckXMargin()
{
// Returns true if the distance between the camera and the player in the x axis is greater than the x margin.
return Mathf.Abs(transform.position.x - player.position.x) > xMargin;
}
bool CheckYMargin()
{
// Returns true if the distance between the camera and the player in the y axis is greater than the y margin.
return Mathf.Abs(transform.position.y - player.position.y) > yMargin;
}
void FixedUpdate ()
{
TrackPlayer();
}
void TrackPlayer ()
{
// By default the target x and y coordinates of the camera are it's current x and y coordinates.
float targetX = transform.position.x;
float targetY = transform.position.y;
// If the player has moved beyond the x margin...
if(CheckXMargin())
// ... the target x coordinate should be a Lerp between the camera's current x position and the player's current x position.
targetX = Mathf.Lerp(transform.position.x, player.position.x, xSmooth * Time.deltaTime);
// If the player has moved beyond the y margin...
if(CheckYMargin())
// ... the target y coordinate should be a Lerp between the camera's current y position and the player's current y position.
targetY = Mathf.Lerp(transform.position.y, player.position.y, ySmooth * Time.deltaTime);
// The target x and y coordinates should not be larger than the maximum or smaller than the minimum.
targetX = Mathf.Clamp(targetX, minXAndY.x, maxXAndY.x);
targetY = Mathf.Clamp(targetY, minXAndY.y, maxXAndY.y);
// Set the camera's position to the target position with the same z component.
transform.position = new Vector3(targetX, targetY, transform.position.z);
}
}
答案 0 :(得分:1)
由于您正在制作2D游戏,我认为您使用的是正交相机。与透视相机不同,正交相机在屏幕上显示的内容越多,分辨率越高。
您需要将orthogonal size规范化为所需的分辨率:
camera.orthographicSize = 640/screenwidth * screenheight/2
在上面的代码中,正交尺寸被标准化为640像素宽度。 (Link)
答案 1 :(得分:0)
免费Aspect只是当前的游戏视图。这并不反映最终产品中会出现的情况。我建议使用其中一个预设比例,或者如果你最近使用Unity3d,你可以添加自己的自定义分辨率。
因此,如果您在垂直时设计手机(以GS4为例),您可以将其设置为1080x1920。这样可以更好地表达您在设备上看到的内容。