[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/v/ - Video Games


Thread archived.
You cannot reply anymore.


[Advertise on 4chan]


File: uiter.png (5 KB, 200x200)
5 KB PNG
When you create GUI/HUD in Unity, the default initial option is for the UI to be an absolute pixel size that doesn't scale with different monitor resolutions. Who thought that was a good idea to put that as the default value? You have to specifically go out of your way to change the setting from absolute pixel size to "scale with screen." Why? Why is this a thing Unity huh? HMM? Lol.
>>
I don't know. The tutorial I followed when I started using Unity had me click the scale with window option so I've been doing that out of habit every time. I never thought why you might not want it though.
>>
>>739022927
It's because logical pixels are more complicated but mandatory to understand in the current year.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.