Hola!
Tengo un problema al escalar que no he sido capaz de resolver googleando y ya me está volviendo un poco loco Lo que quiero es escalar la imagen cuando pongo el juego en pantalla completa pero manteniendo el ratio de la imagen original.
Un ejemplo:
Gracias por adelantado :muac:
Solucionado:
Con este script
spoiler
using UnityEngine;
public class AspectUtility : MonoBehaviour {
public float _wantedAspectRatio = 1.3333333f;
static float wantedAspectRatio;
static Camera cam;
static Camera backgroundCam;
void Awake () {
cam = camera;
if (!cam) {
cam = Camera.main;
}
if (!cam) {
Debug.LogError ("No camera available");
return;
}
wantedAspectRatio = _wantedAspectRatio;
SetCamera();
}
public static void SetCamera () {
float currentAspectRatio = (float)Screen.width / Screen.height;
// If the current aspect ratio is already approximately equal to the desired aspect ratio,
// use a full-screen Rect (in case it was set to something else previously)
if ((int)(currentAspectRatio * 100) / 100.0f == (int)(wantedAspectRatio * 100) / 100.0f) {
cam.rect = new Rect(0.0f, 0.0f, 1.0f, 1.0f);
if (backgroundCam) {
Destroy(backgroundCam.gameObject);
}
return;
}
// Pillarbox
if (currentAspectRatio > wantedAspectRatio) {
float inset = 1.0f - wantedAspectRatio/currentAspectRatio;
cam.rect = new Rect(inset/2, 0.0f, 1.0f-inset, 1.0f);
}
// Letterbox
else {
float inset = 1.0f - currentAspectRatio/wantedAspectRatio;
cam.rect = new Rect(0.0f, inset/2, 1.0f, 1.0f-inset);
}
if (!backgroundCam) {
// Make a new camera behind the normal camera which displays black; otherwise the unused space is undefined
backgroundCam = new GameObject("BackgroundCam", typeof(Camera)).camera;
backgroundCam.depth = int.MinValue;
backgroundCam.clearFlags = CameraClearFlags.SolidColor;
backgroundCam.backgroundColor = Color.black;
backgroundCam.cullingMask = 0;
}
}
public static int screenHeight {
get {
return (int)(Screen.height * cam.rect.height);
}
}
public static int screenWidth {
get {
return (int)(Screen.width * cam.rect.width);
}
}
public static int xOffset {
get {
return (int)(Screen.width * cam.rect.x);
}
}
public static int yOffset {
get {
return (int)(Screen.height * cam.rect.y);
}
}
public static Rect screenRect {
get {
return new Rect(cam.rect.x * Screen.width, cam.rect.y * Screen.height, cam.rect.width * Screen.width, cam.rect.height * Screen.height);
}
}
public static Vector3 mousePosition {
get {
Vector3 mousePos = Input.mousePosition;
mousePos.y -= (int)(cam.rect.y * Screen.height);
mousePos.x -= (int)(cam.rect.x * Screen.width);
return mousePos;
}
}
public static Vector2 guiMousePosition {
get {
Vector2 mousePos = Event.current.mousePosition;
mousePos.y = Mathf.Clamp(mousePos.y, cam.rect.y * Screen.height, cam.rect.y * Screen.height + cam.rect.height * Screen.height);
mousePos.x = Mathf.Clamp(mousePos.x, cam.rect.x * Screen.width, cam.rect.x * Screen.width + cam.rect.width * Screen.width);
return mousePos;
}
}
}