Unity Scaling for all Aspect Ratios for all Android mobile devices
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0
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I am new to Unity and I have this "issue".
I am trying to make a simple 2D mobile game (Android for now) that will be in portrait mode always but I don't manage to have the same result in all different screen sizes.
The problem is when I am trying to have the screen scaled equally in all different screen sizes, but what I get is the background cutoff either on top-bottom or left-right (I know that has to do with the Match Width Or Height
) when I am trying to change screen size.
So what I am using in Canvas Scaler: Scale With Screen Size
with Reference Resolution X:1080 Y:1920
and a background image of size 1080x1920.
When I try to resize to larger screen resolution (for example 1080 x 2160):
using
Shrink
the background is cutoffusing
Expand
I get "black bars".using
Match Width Or Height
withMatch: 1
, I get "black bars" orMatch: 0
, the background is cutoff on the sides.
OR also when resizing to smaller ratio (3:4) I get either black bars or background cutoff on the sides.
All of the 16:9 (576x1024, 720x1280, 1080x1920, 1440x2560, etc) seems to be correct.
So my question is, in which way I can support all different mobile screen sizes including all different aspect ratios without getting my background cutoff or getting the black bars on the sides?
Thanks in advance.
c# android unity3d scaling
add a comment |
up vote
0
down vote
favorite
I am new to Unity and I have this "issue".
I am trying to make a simple 2D mobile game (Android for now) that will be in portrait mode always but I don't manage to have the same result in all different screen sizes.
The problem is when I am trying to have the screen scaled equally in all different screen sizes, but what I get is the background cutoff either on top-bottom or left-right (I know that has to do with the Match Width Or Height
) when I am trying to change screen size.
So what I am using in Canvas Scaler: Scale With Screen Size
with Reference Resolution X:1080 Y:1920
and a background image of size 1080x1920.
When I try to resize to larger screen resolution (for example 1080 x 2160):
using
Shrink
the background is cutoffusing
Expand
I get "black bars".using
Match Width Or Height
withMatch: 1
, I get "black bars" orMatch: 0
, the background is cutoff on the sides.
OR also when resizing to smaller ratio (3:4) I get either black bars or background cutoff on the sides.
All of the 16:9 (576x1024, 720x1280, 1080x1920, 1440x2560, etc) seems to be correct.
So my question is, in which way I can support all different mobile screen sizes including all different aspect ratios without getting my background cutoff or getting the black bars on the sides?
Thanks in advance.
c# android unity3d scaling
add a comment |
up vote
0
down vote
favorite
up vote
0
down vote
favorite
I am new to Unity and I have this "issue".
I am trying to make a simple 2D mobile game (Android for now) that will be in portrait mode always but I don't manage to have the same result in all different screen sizes.
The problem is when I am trying to have the screen scaled equally in all different screen sizes, but what I get is the background cutoff either on top-bottom or left-right (I know that has to do with the Match Width Or Height
) when I am trying to change screen size.
So what I am using in Canvas Scaler: Scale With Screen Size
with Reference Resolution X:1080 Y:1920
and a background image of size 1080x1920.
When I try to resize to larger screen resolution (for example 1080 x 2160):
using
Shrink
the background is cutoffusing
Expand
I get "black bars".using
Match Width Or Height
withMatch: 1
, I get "black bars" orMatch: 0
, the background is cutoff on the sides.
OR also when resizing to smaller ratio (3:4) I get either black bars or background cutoff on the sides.
All of the 16:9 (576x1024, 720x1280, 1080x1920, 1440x2560, etc) seems to be correct.
So my question is, in which way I can support all different mobile screen sizes including all different aspect ratios without getting my background cutoff or getting the black bars on the sides?
Thanks in advance.
c# android unity3d scaling
I am new to Unity and I have this "issue".
I am trying to make a simple 2D mobile game (Android for now) that will be in portrait mode always but I don't manage to have the same result in all different screen sizes.
The problem is when I am trying to have the screen scaled equally in all different screen sizes, but what I get is the background cutoff either on top-bottom or left-right (I know that has to do with the Match Width Or Height
) when I am trying to change screen size.
So what I am using in Canvas Scaler: Scale With Screen Size
with Reference Resolution X:1080 Y:1920
and a background image of size 1080x1920.
When I try to resize to larger screen resolution (for example 1080 x 2160):
using
Shrink
the background is cutoffusing
Expand
I get "black bars".using
Match Width Or Height
withMatch: 1
, I get "black bars" orMatch: 0
, the background is cutoff on the sides.
OR also when resizing to smaller ratio (3:4) I get either black bars or background cutoff on the sides.
All of the 16:9 (576x1024, 720x1280, 1080x1920, 1440x2560, etc) seems to be correct.
So my question is, in which way I can support all different mobile screen sizes including all different aspect ratios without getting my background cutoff or getting the black bars on the sides?
Thanks in advance.
c# android unity3d scaling
c# android unity3d scaling
asked Nov 20 at 10:14
Johny
350116
350116
add a comment |
add a comment |
2 Answers
2
active
oldest
votes
up vote
1
down vote
The black bars/cutting off of your image is caused by the fact that the image is trying to preserve its aspect ratio due to using aspect ratio fitter
.
It works fine on 576x1024, 720x1280, 1440x2560 etc because the aspect ratio is the same as the original image (or canvas, which is 1080x1920) being a 9:16 aspect ratio.
If you do not want to get either black bars or a part of the image being cut off you need to stretch/crop the image to the new aspect ratio (for example aspect ratio of 1:2 if you want 1080x2160)
To be able to do this you need to remove the aspect ratio fitter, and make sure preserve aspect
is ticked off on your image component. And then make the image always fill the canvas/screen size. E.g make a GameObject background
as child of your canvas, add image
component to background
and set the width
and height
of the transform to be the same as Screen.currentResolution
(from Screen class)
This will however stretch your image out into the direction where it doesn't fit the aspect ratio (if your original image is 9:16 (1080x1920) and you want it to display 2:1 (2160x1920) it will stretch to twice it size on the x axis, resulting in a warped, and mostly ugly image). To counter this you will probably want to make seperate images for non standard aspect ratios, or make an image that doesn't look bad when stretched.
Thank you for the detailed answer! It helped me understand more about aspect ratio. I had already tried to use 1080x2160 but still in different aspect ratios there were again black bars and cutoffs. Can you explain the last part you said "To counter this you will probably want to make seperate images for non standard aspect ratios, or make an image that doesn't look bad when stretched."
– Johny
Nov 20 at 12:50
add a comment |
up vote
1
down vote
The problem is that your canvas scaler does scale to the screen size, but your background does not. The size of the background image is fixed to 1080x1920.
I think the easiest way to do this scale (stretch) is to set the image to fill the parent (the canvas object).
To achieve this, you can set the anchor of the background image to these values. Like this Post.
Anchors
Min X 0 Y 0
Max X 1 Y 1
Or just use the anchor preset to set these values.
You can get more info about the anchors from here.
But like @remy_rm said, this approach will stretch your background image.
Your answer helped me to improve my results by using Anchors Min 0,0 and Max 1,1. Now indeed the background is stretched without getting black bars or cutoffs. Thank you.
– Johny
Nov 20 at 12:55
add a comment |
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2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
1
down vote
The black bars/cutting off of your image is caused by the fact that the image is trying to preserve its aspect ratio due to using aspect ratio fitter
.
It works fine on 576x1024, 720x1280, 1440x2560 etc because the aspect ratio is the same as the original image (or canvas, which is 1080x1920) being a 9:16 aspect ratio.
If you do not want to get either black bars or a part of the image being cut off you need to stretch/crop the image to the new aspect ratio (for example aspect ratio of 1:2 if you want 1080x2160)
To be able to do this you need to remove the aspect ratio fitter, and make sure preserve aspect
is ticked off on your image component. And then make the image always fill the canvas/screen size. E.g make a GameObject background
as child of your canvas, add image
component to background
and set the width
and height
of the transform to be the same as Screen.currentResolution
(from Screen class)
This will however stretch your image out into the direction where it doesn't fit the aspect ratio (if your original image is 9:16 (1080x1920) and you want it to display 2:1 (2160x1920) it will stretch to twice it size on the x axis, resulting in a warped, and mostly ugly image). To counter this you will probably want to make seperate images for non standard aspect ratios, or make an image that doesn't look bad when stretched.
Thank you for the detailed answer! It helped me understand more about aspect ratio. I had already tried to use 1080x2160 but still in different aspect ratios there were again black bars and cutoffs. Can you explain the last part you said "To counter this you will probably want to make seperate images for non standard aspect ratios, or make an image that doesn't look bad when stretched."
– Johny
Nov 20 at 12:50
add a comment |
up vote
1
down vote
The black bars/cutting off of your image is caused by the fact that the image is trying to preserve its aspect ratio due to using aspect ratio fitter
.
It works fine on 576x1024, 720x1280, 1440x2560 etc because the aspect ratio is the same as the original image (or canvas, which is 1080x1920) being a 9:16 aspect ratio.
If you do not want to get either black bars or a part of the image being cut off you need to stretch/crop the image to the new aspect ratio (for example aspect ratio of 1:2 if you want 1080x2160)
To be able to do this you need to remove the aspect ratio fitter, and make sure preserve aspect
is ticked off on your image component. And then make the image always fill the canvas/screen size. E.g make a GameObject background
as child of your canvas, add image
component to background
and set the width
and height
of the transform to be the same as Screen.currentResolution
(from Screen class)
This will however stretch your image out into the direction where it doesn't fit the aspect ratio (if your original image is 9:16 (1080x1920) and you want it to display 2:1 (2160x1920) it will stretch to twice it size on the x axis, resulting in a warped, and mostly ugly image). To counter this you will probably want to make seperate images for non standard aspect ratios, or make an image that doesn't look bad when stretched.
Thank you for the detailed answer! It helped me understand more about aspect ratio. I had already tried to use 1080x2160 but still in different aspect ratios there were again black bars and cutoffs. Can you explain the last part you said "To counter this you will probably want to make seperate images for non standard aspect ratios, or make an image that doesn't look bad when stretched."
– Johny
Nov 20 at 12:50
add a comment |
up vote
1
down vote
up vote
1
down vote
The black bars/cutting off of your image is caused by the fact that the image is trying to preserve its aspect ratio due to using aspect ratio fitter
.
It works fine on 576x1024, 720x1280, 1440x2560 etc because the aspect ratio is the same as the original image (or canvas, which is 1080x1920) being a 9:16 aspect ratio.
If you do not want to get either black bars or a part of the image being cut off you need to stretch/crop the image to the new aspect ratio (for example aspect ratio of 1:2 if you want 1080x2160)
To be able to do this you need to remove the aspect ratio fitter, and make sure preserve aspect
is ticked off on your image component. And then make the image always fill the canvas/screen size. E.g make a GameObject background
as child of your canvas, add image
component to background
and set the width
and height
of the transform to be the same as Screen.currentResolution
(from Screen class)
This will however stretch your image out into the direction where it doesn't fit the aspect ratio (if your original image is 9:16 (1080x1920) and you want it to display 2:1 (2160x1920) it will stretch to twice it size on the x axis, resulting in a warped, and mostly ugly image). To counter this you will probably want to make seperate images for non standard aspect ratios, or make an image that doesn't look bad when stretched.
The black bars/cutting off of your image is caused by the fact that the image is trying to preserve its aspect ratio due to using aspect ratio fitter
.
It works fine on 576x1024, 720x1280, 1440x2560 etc because the aspect ratio is the same as the original image (or canvas, which is 1080x1920) being a 9:16 aspect ratio.
If you do not want to get either black bars or a part of the image being cut off you need to stretch/crop the image to the new aspect ratio (for example aspect ratio of 1:2 if you want 1080x2160)
To be able to do this you need to remove the aspect ratio fitter, and make sure preserve aspect
is ticked off on your image component. And then make the image always fill the canvas/screen size. E.g make a GameObject background
as child of your canvas, add image
component to background
and set the width
and height
of the transform to be the same as Screen.currentResolution
(from Screen class)
This will however stretch your image out into the direction where it doesn't fit the aspect ratio (if your original image is 9:16 (1080x1920) and you want it to display 2:1 (2160x1920) it will stretch to twice it size on the x axis, resulting in a warped, and mostly ugly image). To counter this you will probably want to make seperate images for non standard aspect ratios, or make an image that doesn't look bad when stretched.
answered Nov 20 at 10:56
remy_rm
611114
611114
Thank you for the detailed answer! It helped me understand more about aspect ratio. I had already tried to use 1080x2160 but still in different aspect ratios there were again black bars and cutoffs. Can you explain the last part you said "To counter this you will probably want to make seperate images for non standard aspect ratios, or make an image that doesn't look bad when stretched."
– Johny
Nov 20 at 12:50
add a comment |
Thank you for the detailed answer! It helped me understand more about aspect ratio. I had already tried to use 1080x2160 but still in different aspect ratios there were again black bars and cutoffs. Can you explain the last part you said "To counter this you will probably want to make seperate images for non standard aspect ratios, or make an image that doesn't look bad when stretched."
– Johny
Nov 20 at 12:50
Thank you for the detailed answer! It helped me understand more about aspect ratio. I had already tried to use 1080x2160 but still in different aspect ratios there were again black bars and cutoffs. Can you explain the last part you said "To counter this you will probably want to make seperate images for non standard aspect ratios, or make an image that doesn't look bad when stretched."
– Johny
Nov 20 at 12:50
Thank you for the detailed answer! It helped me understand more about aspect ratio. I had already tried to use 1080x2160 but still in different aspect ratios there were again black bars and cutoffs. Can you explain the last part you said "To counter this you will probably want to make seperate images for non standard aspect ratios, or make an image that doesn't look bad when stretched."
– Johny
Nov 20 at 12:50
add a comment |
up vote
1
down vote
The problem is that your canvas scaler does scale to the screen size, but your background does not. The size of the background image is fixed to 1080x1920.
I think the easiest way to do this scale (stretch) is to set the image to fill the parent (the canvas object).
To achieve this, you can set the anchor of the background image to these values. Like this Post.
Anchors
Min X 0 Y 0
Max X 1 Y 1
Or just use the anchor preset to set these values.
You can get more info about the anchors from here.
But like @remy_rm said, this approach will stretch your background image.
Your answer helped me to improve my results by using Anchors Min 0,0 and Max 1,1. Now indeed the background is stretched without getting black bars or cutoffs. Thank you.
– Johny
Nov 20 at 12:55
add a comment |
up vote
1
down vote
The problem is that your canvas scaler does scale to the screen size, but your background does not. The size of the background image is fixed to 1080x1920.
I think the easiest way to do this scale (stretch) is to set the image to fill the parent (the canvas object).
To achieve this, you can set the anchor of the background image to these values. Like this Post.
Anchors
Min X 0 Y 0
Max X 1 Y 1
Or just use the anchor preset to set these values.
You can get more info about the anchors from here.
But like @remy_rm said, this approach will stretch your background image.
Your answer helped me to improve my results by using Anchors Min 0,0 and Max 1,1. Now indeed the background is stretched without getting black bars or cutoffs. Thank you.
– Johny
Nov 20 at 12:55
add a comment |
up vote
1
down vote
up vote
1
down vote
The problem is that your canvas scaler does scale to the screen size, but your background does not. The size of the background image is fixed to 1080x1920.
I think the easiest way to do this scale (stretch) is to set the image to fill the parent (the canvas object).
To achieve this, you can set the anchor of the background image to these values. Like this Post.
Anchors
Min X 0 Y 0
Max X 1 Y 1
Or just use the anchor preset to set these values.
You can get more info about the anchors from here.
But like @remy_rm said, this approach will stretch your background image.
The problem is that your canvas scaler does scale to the screen size, but your background does not. The size of the background image is fixed to 1080x1920.
I think the easiest way to do this scale (stretch) is to set the image to fill the parent (the canvas object).
To achieve this, you can set the anchor of the background image to these values. Like this Post.
Anchors
Min X 0 Y 0
Max X 1 Y 1
Or just use the anchor preset to set these values.
You can get more info about the anchors from here.
But like @remy_rm said, this approach will stretch your background image.
answered Nov 20 at 11:24
ming060
12715
12715
Your answer helped me to improve my results by using Anchors Min 0,0 and Max 1,1. Now indeed the background is stretched without getting black bars or cutoffs. Thank you.
– Johny
Nov 20 at 12:55
add a comment |
Your answer helped me to improve my results by using Anchors Min 0,0 and Max 1,1. Now indeed the background is stretched without getting black bars or cutoffs. Thank you.
– Johny
Nov 20 at 12:55
Your answer helped me to improve my results by using Anchors Min 0,0 and Max 1,1. Now indeed the background is stretched without getting black bars or cutoffs. Thank you.
– Johny
Nov 20 at 12:55
Your answer helped me to improve my results by using Anchors Min 0,0 and Max 1,1. Now indeed the background is stretched without getting black bars or cutoffs. Thank you.
– Johny
Nov 20 at 12:55
add a comment |
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