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Thanks buddy, I think it is a resolution problem cuz many others played my game but they didnt have any problem. Btw thanks for including my game. I am ur subscriber.

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thank you. Yeah. I got a cheap 4k monitor. It may be the problem. It still will be nice to check resolution problems because 4k monitors become more and more popular nowadays.

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Yeah , i just totally forgot to make my UI scalable . Learned loads of new things from you thanks

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Unity always had UI scaling problems. Don't worry. I am looking forward to playing new levels.

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Actually i fixed it now and tested it for every resoltion available and it is working fine now.

Also the menu screen is a total crap which i knew it was and will fix it too. Thanks for feedback learned a lot of things from u thanks.

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Some solutions to UI scaling problems:
You can anchor UI elements to its borders or get the UNITY AUTOMATIC UI ANCHORING plugin to fix UI problems.

Additionally, Unity has an option to let people choose the resolution before starting. It has to be somewhere in the project management section, so I would prefer the resolution you planned players to use. To test UI scaling, you can change aspect ratios during the play mode in the Unity Editor.

I personally use this C# code to fix my anchors through the code:

rectTransform = objectDragInstance.GetComponent<RectTransform>(); RectTransform parentRectTransform = null; if (rectTransform.transform.parent) parentRectTransform = rectTransform.transform.parent.GetComponent<RectTransform>(); if (!parentRectTransform) return; Undo.RecordObject(rectTransform, "Anchor UI Object"); Rect parentRect = parentRectTransform.rect; rectTransform.anchorMin = new Vector2(rectTransform.anchorMin.x + (rectTransform.offsetMin.x / parentRect.width), rectTransform.anchorMin.y + (rectTransform.offsetMin.y / parentRect.height)); rectTransform.anchorMax = new Vector2(rectTransform.anchorMax.x + (rectTransform.offsetMax.x / parentRect.width), rectTransform.anchorMax.y + (rectTransform.offsetMax.y / parentRect.height)); rectTransform.offsetMin = Vector2.zero; rectTransform.offsetMax = Vector2.zero; rectTransform.pivot = new Vector2(0.5f, 0.5f); rectTransform.pivot = new Vector2(0.5f, 0.5f);

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Thank you very much . Yeah i fixed it already.

I cant thank you enough. Really, the thing which u are doing for us small developers is outstanding. Keep it up bro and never get demotivated , we are all with you

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thank you. I enjoy it.