the unity aspect ratio script looks good in computer but not in android phones

Posted by Pooya Fayyaz on Game Development See other posts from Game Development or by Pooya Fayyaz
Published on 2014-08-23T10:17:10Z Indexed on 2014/08/23 10:37 UTC
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I'm developing a game for android devices.and i have a script that solve the ratio problem but i have a problem in this code.and i dont know why.it looks perfect in computer even resize the game screen but in mobile phones have a problem.my game runs in landscape mode.this is the script :

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class reso : MonoBehaviour
{
    void Update()
    {
        // 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 && Screen.width <= 490 )
        {
            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;
        }
    }
}

i figure that my problem occur in this part of the script:

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;
        }

and its look like this in my mobile phone in portrait:

enter image description here

and in landscape mode: enter image description here

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