在团结中我试图缩放场景以适应屏幕尺寸而不会失去它的纵横比。我尝试了一个方面实用程序的解决方案,但它不能正常工作,它显示黑色条带,因此UI看起来不太好。 我想针对Android和iPad两种设备(例如16:9,4:3的比例) 任何人都可以指导我如何在任何类型的设备上实现扩展吗?
答案 0 :(得分:0)
您可以使用NGUI插件并在图像上附加UIStretchScript。
答案 1 :(得分:0)
试试这个...将脚本命名为" camera.cs" ....将其添加到相机中......并粘贴以下代码:
using UnityEngine;
using System.Collections;
public class camera : MonoBehaviour {
// Use this for initialization
void Start ()
{
// set the desired aspect ratio (the values in this example are
// hard-coded for 16:9, but you could make them into public
// variables instead so you can set them at design time)
float targetaspect = 16.0f / 9.0f;
// determine the game window's current aspect ratio
float windowaspect = (float)Screen.width / (float)Screen.height;
// current viewport height should be scaled by this amount
float scaleheight = windowaspect / targetaspect;
// obtain camera component so we can modify its viewport
Camera camera = GetComponent<Camera>();
// if scaled height is less than current height, add letterbox
if (scaleheight < 1.0f)
{
Rect rect = camera.rect;
rect.width = 1.0f;
rect.height = scaleheight;
rect.x = 0;
rect.y = (1.0f - scaleheight) / 2.0f;
camera.rect = rect;
}
else // add pillarbox
{
float scalewidth = 1.0f / scaleheight;
Rect rect = camera.rect;
rect.width = scalewidth;
rect.height = 1.0f;
rect.x = (1.0f - scalewidth) / 2.0f;
rect.y = 0;
camera.rect = rect;
}
}
// Update is called once per frame
void Update () {
}
}
答案 2 :(得分:0)
只有两种方法可以使用不同的视口宽高比来维持游戏的宽高比。首先,在给定的方向上伸展,这绝不是一个好的选择。其次,信箱(黑条)会影响可用性,特别是在手持屏幕上。我的建议是允许游戏视图根据屏幕的宽高比(我认为是Unity中的默认功能)进行缩放,并设计GUI以响应屏幕尺寸(即不用像素绘制GUI元素特定的坐标,但相对于屏幕尺寸的坐标。)