Unity 3D text getting cut off - text

How I could fix an issue I am having with a Unity 3D project?
In the main menu, there are three options for the user to select on the side. However, when I build and run the project those 3D text object are cut off halfway by the end of the screen.
Is there is a way to somehow make the text adapt to both the resolution the user is playing in and the size of the players screen?
I want the text to look as if it has not moved on a 20" screen compared to a 16".

Related

Designing for full screen

Summary: I'm having a big problem with layout design in my project... I want to set it up in fullscreen mode, but I can only set it in a specify resolution, because of that, when I click to maximize my program, it goes like image #2... I tried to anchor buttons in "Top,Left,Bottom,Right" but the mess is bigger (image #3).
What I need: I want to make a single layout for a fullscreen mode in any screen resolution...
Image 1 below
Image 2 below
Image 3 below
When I use fill mode...
If I understand right and you want everything to stretch when you resize your form then you should dock your tablelayoutpanel (fill) and the same with your buttons.

How to set 2D Text position same to all devices in Spark AR

I have some problems when I try to test my filter to 2 Devices, iPhone and Android. when I test on the iPhone, the position of text contains date and time is good in the near bottom left like this . But when I test on an Android device, the text position is too far up like this .
Is there a way to fix the position of 2D text for all devices?
here is my project
Your magic button is pinning to bottom.
Maybe you also need to use left pinning.
Also switch to resizableWindow option, instead of an actual device, this way you can check any possible aspect ratios! (top left corner of a screenshot)

Weird results when trying to get UI elements to fit a dynamic size in Unity

I have a system where if you walk by a sign it will create a popup dialogue which is fine (just the popup part) but when I try to make it to where it can be adjusted based on how much text is displayed (Content Size Fitter) then I get something that literally does not make any sense to me whatsoever. When using World Space my font on Text components has to be 0 (also makes no sense) so that 1 letter isn't the size of 100 units and the combination of these 2 issues has almost made me go mad but that is the reason why I am here so you all can save me!
My setup for my sign :
Now this is the dialogue that is spawned viewed from the inspector (Not shown in the scene/game view yet) :
Now this is when the player walks near the sign with all the components you see in the screenshots :
As you can see the height of my dialoguePanel for some reason keeps going to 321 and New Years isn't close so this countdown I am not happy with. It should be adjusting to how much text is in it. I mean I just did a tooltip almost 100% identical except that the Canvas isn't World Space but Screen Space - Overlay. On top of all this it seems any text I use in World Space HAS to be font 0. Please help I am about to lose my mind.
World space canvas is a bit tricky. And guess what is even more tricky: content size fitter. One of solutions is that you add your dialog UI element manually in the scene at desired location and tweak its RectTransform values in inspector to get what you want to see in scene view and then save it as prefab.
Read more about How Content Size Fitter works and there is one more thing about UI when working with world space canvas. UI is way too bigger than your other scene elements. To solve this problem you have to scale it down as instructed in section Specify the size of the Canvas in the world.
Hope it helps :)

Can I use an image instead of a title in an Apple Watch app?

How can I put an icon in the top left label and make fullscreen? Apple allocates some space on top for the digital clock and back label. I would like to customize it, but I can't find anything in the SDK to enable this.
The top strip of the Watch screen is reserved for displaying the page title, or occasionally links such as "Cancel" by default for modal views, and the clock. It is not possible to hide this.
It is possible to set an empty title for a page. Some settings will alsoplace a background image behind this text (if you set the mode to 'Aspect Fill', at least in the current Xcode 6.2 beta 3). However, the portion of the image at the top of the screen is simply occluded by a black strip, so this does not achieve what you want.
Additionally, Apple have specifically recommended against displaying logos on the Apple Watch screen, with the rationale that the screen is too small to display for the user anything but actual content.
To set the Global tint:
Select the Interface Controller itself in Interface Builder by clicking on the Yellow circle at the top of the view of the screen.
Press Cmd-Opt-1 to display the File Inspector section of the Utilites on the right hand side.
Set the 'Global Tint' option in the section 'Interface Builder Document', as per the screenshot.
Not possible in the first cut but I think it will come later.
It's not actually a back label. The text in the top left of the Watch screen is the title of the current WKInterfaceController. You can change it by using -[WKInterfaceTitle setTitle:], but you are limited to content that is expressible in an NSString (so no UIImages).
It is possible to customise the status bar in watchOS 4.
Select your interface controller in the storyboard
Open the attributes inspector
Check the Full Screen checkbox
After doing this you can add your custom image to the left of the statusbar.

MergEXT MergZXing layer and barcode not reading

Just started working with this awesome external but have a couple of questions.
When the control is evoked, is it always the top layer or can I have a background transparent image on top of it so I can frame the control nicely?
Also, my testing seems to read most Barcodes but when it comes down to reading Barcodes on hard drives, the control does not want to decode those.... Too dense of bar code pattern?
I am very impressed thus far with the ease of use of your externals. Makes we want to code more for mobile devices!
an overlaying transparent image is not possible, as far as i know.
but couldnĀ“t you use
command mergZXingControlSetRect pLeft,pTop,pRight,pBottom
to define the rect of that scanner after creation
or
command mergZXingControlCreate pLeft,pTop,pRight,pBottom
to create the scanner control in the specified rect.
Set the rect smaller than the width and the height of the screen.
You could then use an underlying image, which is displayed outside of the scanner rect, to show the frame around scanner control. Did not test it myself, but i would assume that this should work.
Unfortunately the native controls in externals and the ones the engine provides are added as views on top of the LiveCode view. That means you can't intermingle LiveCode controls with them. One thing that some users have done is add a web view with a transparent background and a load a png image. If you create the barcode view first and the web view second then the web view will be on top.

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