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Game Views

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Game Views

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Why up and not down? In general scaling up is faster for GPUs. Say - for example - your game is designed around x, and it's being played on a device with a resolution of x GameMaker Studio 2 will default to creating the application surface at the original size, which will then be scaled down for drawing to the display, which we don't want.

We can get around this by using the following in the room creation code:. Now, with aspect ratio correction on in the Global Game Settings, our application surface will be set to the correct width and height up to a maximum of x, which is our base resolution.

If the display is larger than this, then we let GameMaker scale it up automatically as we don't want to resize the application surface to be greater than it needs to be drawing more pixels than necessary.

Note that the application surface hasn't actually been rendered yet, but you can call the resize function in the room start or create events of an instance without issues, and in the first render frame it will be the size you set.

Ideally, you want your game to scale to use the full display dimensions on the user's device, as this makes the most of the available space and gives a much better playing experience for them.

However, simply checking the Full Scale option in the Game Options is not enough since all it does is stretch the game to fit the screen, ignoring the aspect ratio of the device, which leads to stretched and ugly graphics, as well as possible pixel doubling if the application surface is created at a higher resolution than required.

In general, all solutions to this issue will rely on the use of viewports and cameras to create a cropped or expanded view of the room, and then you will resize the application surface to be the size of the viewport itself.

Even if your game is a series of single rooms with no views active you will need to do this, as the only other solution would be to resize your rooms dynamically to fit the screen, which would also require dynamic object placement etc It's not impossible, and indeed for some games, it may be an ideal solution, but in general, the best method is simply to switch on viewports and let them do the scaling for you.

To do this you will need to get the aspect ratio of the base game size and the aspect ratio of the display.

The base game size is the ideal height and width that you want your game to be shown at, but we are calling it the "base" size because the final width and height will actually vary depending on the display aspect ratio.

Why is this? Because what we want to do is take one of the values for width and height and maintain it, while we crop or expand the other value to fit the screen.

For example, take our x game on an x device. That's an extra pixels on either side of the base width, and so you will have to take this into consideration when designing the game.

TIP : To prevent too much extra view space being added to your game, you can set the base width and height to be less than the designed width and height.

For example, our x game could have a base width and height of x This means that the view could be cropped a little along the height, but expanded a little along the width and so the overall view area doesn't change too much, only it's proportions.

If you've followed this and the previous tech blog fully, then you'll notice that this code is pretty much the same as we used when we kept the aspect ratio in the Game Options and when we set the GUI aspect ratio, only now we have expanded it a bit to set the views for the game room.

The camera view size is set to maintain the aspect ratio and the viewport is set to the display size, and then finally the application surface is resized to get a ratio with what is drawn it will be stretched to fit the viewport automatically, always scaling up.

As you can see, scaling your game is completely dependant on the aspect ratio of the display being used, and there is no way you can make a "one-size-fits-all" solution, due to the fragmented state of device screens especially on Android.

This scaling solution gives a "best fit", and can easily be adapted to suit your own base game resolution. Note that you can call this code in a script so that you can simply call the script at the start of each room.

You can even add a final piece of code to have this automatically set all the views in all your rooms so that you only need to call it once at the start of the game:.

This code will just loop through every room in your game, destroy the default camera, and then create a new camera that is correct for the display size and aspect ratio, as well as enable a viewport in the room for the camera to act on.

More info See in Glossary to control what the player sees when they are using your application. For more information about Cameras , see the Camera Component page.

Use the buttons in the Toolbar A row of buttons and basic controls at the top of the Unity Editor that allows you to interact with the Editor in various ways e.

More info See in Glossary to control the Editor Play mode and see how your published application plays. In Play mode, any changes you make are temporary, and are reset when you exit Play mode.

More info See in Glossary darkens to remind you of this. The Gizmos menu contains options for how Unity displays gizmos for GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more.

More info See in Glossary and other items in the Scene view An interactive view into the world you are creating. You use the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object.

More info See in Glossary and Game view. This menu is available in both the Scene view and the Game view.

For more information see Gizmos Menu. Warn if No Cameras Rendering : This option is enabled by default: it causes Unity to display a warning if no Cameras are rendering The process of drawing graphics to the screen or to a render texture.

By default, the main camera in Unity renders its view to the screen. More info See in Glossary to the screen. This is useful for diagnosing problems such as accidentally deleting or disabling a Camera.

Leave this enabled unless you are intentionally not using Cameras to render your application. Clear Every Frame in Edit Mode : This option is enabled by default: it causes Unity to clear the Game view every frame when your application is not playing.

This prevents smearing effects while you are configuring your application. Version: Language : English. Unity Manual.

Unity User Manual Gizmos menu. The Hierarchy window. Publication Date: Select this to choose from a list of Cameras if you have multiple Cameras in the Scene A Scene contains the environments and menus of your game.

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Lake Lure. Problem melden. Zertifikat für Exzellenz. When this option is enabled, it is still useful to maximize the Game view in Play mode Dinospiele hide other views and reduce the number of views that Unity renders. When using this option Poker Draw could simply go no further and leave GameMaker Studio 2 to do all the work for you, but this is not the most Game Views option, since GameMaker cannot decide for you how things should be done and must go with a solution that will work for most people on most platforms, and - let's be honest - no one likes a modern game that has been padded in this way! If the display is larger than this, then we let GameMaker scale it up automatically as we don't want to resize the application surface to be greater than it needs to be drawing Free Slot Unicorn pixels than necessary. Posted Online Casino Mexico Mark Alexander on 13 June Poker Geld Back to Top. For example, our x game could have a base width and height of x This Free Fun Casino Games is available in both the Scene view and the Game view. In general, all solutions to this issue will rely on the use of Game Views and cameras to create a cropped or expanded view of the room, and then you will resize the application surface to be the size of the viewport itself.

Game Views
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