Game Development Reference
In-Depth Information
Scaling and resolution
Time for a bit of tilt and sail.
If you recall, in
Chapter 2
,
Building Layouts
, we made reference to the
Canvas Scaler
,
an automagical component that tells our
Canvas
how to draw the top-level
Canvas
to the screen. The
Canvas Scaler
is automatically added to a new
Canvas
when it is
added to the scene, if you need to re-add it simply click
Add Component
|
Layout
|
Canvas Scaler
in the
Inspector
with the
Canvas
selected.
Working with the constant default
The default setting of the
Canvas Scaler
component for your top-level
Canvas
is
Constant Pixel Size
mode, as shown in the following screenshot:
This just lets us set the default Sprite's
Scale Factor
and a
Reference
Pixels Per
Unit
value (for pixel-perfect drawing if the
Pixels Per Unit
setting is used in your
sprites) for the
Canvas
, making it as steadfast as a ship run into the ground—this
boat isn't moving.
The
Pixels Per Unit
setting on a sprite sets how many in-game units
a sprite takes up (how big it is in relation to your other sprites). This
is then used by the
Reference Pixels Per Unit
value that decides how
many pixels are in 1 game unit;
100
pixels in this case makes 1 game
unit of width and height.
For more information on this, check the Unity documentation
So what does this mean for our fancy health bar and other UI elements? Well, if we
resize our gameplay screen, the result is fairly obvious.