Haven't appied it yet to the game i'm working on but given the comments i'm gessing it works so thanks for this. Will implement it when I start polishing.
I found your channel on reddit, and am really loving how you present information! It's really informative and will be a great reference for me, as I had no idea about device simulator. :) Good luck with your content! :)
I'm developing a phone game and when I do this, my game objects will be in random places way out of the camera when I switch between phone devices in the simulation.
So, what if we want to keep use decoration in edge like first prefab with scalable screen? Is that possible or not? Or any other ways to implement that? Anyway, thanks for video, that's very helpful ✨️
Many thanks for this amazing content, you just won a new subscriber (it's crazy how hard it was to find a clear solution to this topic 😅). Is it correct to say that, from here, you just need to make a build for iOS and a build for Android, and it will be displayed correctly in all devices (as it will adapt to the screen resolution) ? (meaning: you don't need to make different builds for different screen resolutions, right?). Thanks !
Your color scheme would look better if you used less intense colors to create contrast. I can see you're chasing brightness thus the bright green buttons. Remember, color brightness depends on the colors around them.
Nice Video! I have a question about your workflow. Is it good practice to create copies of your canvas for different screen resolutions? I always tried to build a UI where every resolution works within the same canvas, so playing a lot with canvas scales and anchors and so on... But it never worked out quite well and I had to make a lot of compromises for different resolutions. So, are there disadvantages if you create different canvas variants and only have one of them active?
Thanks for the comment! I totally get what you are saying, and I've seen and used both approaches, and here is my take on it. If for example, you are targeting phones and tablets, all portrait, I would make the compromises, and just work it out with anchors. You only have one place to change stuff, and you only have to load one thing. On the other hand, we had a game a while back that was portrait on phones, and landscape on web. Having one canvas UI for that, was almost imposible to have it look right. So we basically had 2 prefabs, one for each target platform, which we instantiated at the start of the game. Like I mentioned before, with this approach you can have more customized layouts, but you start incrementing your work and testing exponentially. Hope it helped man! :D
Muito bom seu video, poderia fazer um outro explicando como isso funcionaria com Sprites? Em UI é perfeito o sistema de ancoragens porém quando se trata de personagens e objetos in game tudo estraga.
Amazing! You are really good with Unity. I have a question. I saw in your videos that you put everything on a Canvas component. It is a best practice for 2D games or is other reason for that? Also, it will be nice if you will make a video with SocketIO in one of your games.
Thanks for the kind words. For all of the UI components, they always go in the Canvas. For the game itself, it really depends what you need to do. For idle games, with not a lot of things going on, I prefer to stick to canvas, but it does have it's downsides (for example, particles are a pain). For 2 games I'm currently working on, Im using a mix of Sprite Renderers & Canvas components to achieve the effect I wanted. Regarding SocketIO, I've never used it :(
It's a good explanation and video but very very very hard to implement this for every project. I have for example different sprites. One is the background so obviously i would make it expand to the whole width. The other one should be on the exact same spot no matter what width, but its jumping around according to different width of devices. so how can i specify now the excat location of that sprite according to the changing width of the background? :-/ >> sample : imgur.com/a/W8jumtP
@@BigfootCodes yes in theory it would work but not for my example :/ i guess for specific UI elements the system works, but not for ingame elements, where you have specific positions, like just for example a street and cars driving over the street. if you stretch the background(street) then the cars will drive off the road. the coordinates wont fit anymore. i am searching for yeeears for a good explanation on how other people solve their problems and cant find anything :-/
@@BigfootCodes with images. here another example. i thouight i would be clever. i created an empty object, made it STRETCH and put the images as child inside but they dont stretch then =( imgur.com/a/od2zE8L now the images are on top of each other like the should but the images dont stretch to full width =( i have left and right white space
Dude, I have been struggling with this for a long time. Thank you very much. You are the far best!
Haven't appied it yet to the game i'm working on but given the comments i'm gessing it works so thanks for this. Will implement it when I start polishing.
Man you're awesome! For most cases, it is the videos with few view count that actually does help. This could be a clear example of that! ❤
Thanks for the comment, and glad you liked them!
probably the best videos I've seen on unity UI! thank you so much!
Thanks for the kind comment and glad it helped !
Awesome explanation! Lately I started working unity after a long time looking for tutorial like this. Thank you so much :) Can't wait to implement
Glad you found it useful! It's always a pain to work with multiple resolutions
wow! the best tutorial i ever seen!, thank you!
Thanks for the comment!
thanks man for this information it helps alot in UI scaling! more power!
Thanks for the kind comment ! :)
I found your channel on reddit, and am really loving how you present information! It's really informative and will be a great reference for me, as I had no idea about device simulator. :) Good luck with your content! :)
Means the world to me! Glad you are enjoying the content!
your video is super helpful even after that long time
Thank you so much. you save my life
This video really helped out my project, thank you for sharing!
Thank you for leaving a comment. Glad it was helpful
Very nice thumbnail
Being horrible at handling photoshop, your comment made my day :D
I'm developing a phone game and when I do this, my game objects will be in random places way out of the camera when I switch between phone devices in the simulation.
So, what if we want to keep use decoration in edge like first prefab with scalable screen? Is that possible or not? Or any other ways to implement that? Anyway, thanks for video, that's very helpful ✨️
Awesome video. Thanks! :)
Thanks for the comment 😊
Many thanks for this amazing content, you just won a new subscriber (it's crazy how hard it was to find a clear solution to this topic 😅). Is it correct to say that, from here, you just need to make a build for iOS and a build for Android, and it will be displayed correctly in all devices (as it will adapt to the screen resolution) ? (meaning: you don't need to make different builds for different screen resolutions, right?). Thanks !
Thanks pal, very useful. Where are you from?
Latam?
Cheers man
perfect and very useful keep it up
Thanks for the kind words!
Your color scheme would look better if you used less intense colors to create contrast. I can see you're chasing brightness thus the bright green buttons. Remember, color brightness depends on the colors around them.
very nice!
Is there no asset to do this? Do we really have to do this for EVERY resolution manually ?
really good video!
Glad you enjoyed it! :D
Nice Video! I have a question about your workflow. Is it good practice to create copies of your canvas for different screen resolutions? I always tried to build a UI where every resolution works within the same canvas, so playing a lot with canvas scales and anchors and so on... But it never worked out quite well and I had to make a lot of compromises for different resolutions. So, are there disadvantages if you create different canvas variants and only have one of them active?
Thanks for the comment!
I totally get what you are saying, and I've seen and used both approaches, and here is my take on it.
If for example, you are targeting phones and tablets, all portrait, I would make the compromises, and just work it out with anchors. You only have one place to change stuff, and you only have to load one thing.
On the other hand, we had a game a while back that was portrait on phones, and landscape on web. Having one canvas UI for that, was almost imposible to have it look right. So we basically had 2 prefabs, one for each target platform, which we instantiated at the start of the game. Like I mentioned before, with this approach you can have more customized layouts, but you start incrementing your work and testing exponentially. Hope it helped man! :D
Amazing content! Can you make a video for proper lighting in Unity?
What kind of lighting are you referring to? Not my strongest suit, since I mostly worked with 2D games, but let me know and I can take a look :)
@@BigfootCodes I meant lighting for 3D games. But it's ok if you are specialised in 2D that's fine. Thanks again!
Muito bom seu video, poderia fazer um outro explicando como isso funcionaria com Sprites? Em UI é perfeito o sistema de ancoragens porém quando se trata de personagens e objetos in game tudo estraga.
thank you
thank god they didnt cens0rsh1p comments yet or i would never know if video is worth watching or not.
项目文件链接已损坏,您能提供一个新链接吗?
Amazing! You are really good with Unity. I have a question. I saw in your videos that you put everything on a Canvas component. It is a best practice for 2D games or is other reason for that? Also, it will be nice if you will make a video with SocketIO in one of your games.
Thanks for the kind words. For all of the UI components, they always go in the Canvas. For the game itself, it really depends what you need to do. For idle games, with not a lot of things going on, I prefer to stick to canvas, but it does have it's downsides (for example, particles are a pain). For 2 games I'm currently working on, Im using a mix of Sprite Renderers & Canvas components to achieve the effect I wanted. Regarding SocketIO, I've never used it :(
Thanks
Glad you liked it! Thanks for the comment!
It's a good explanation and video but very very very hard to implement this for every project. I have for example different sprites. One is the background so obviously i would make it expand to the whole width. The other one should be on the exact same spot no matter what width, but its jumping around according to different width of devices. so how can i specify now the excat location of that sprite according to the changing width of the background? :-/ >> sample : imgur.com/a/W8jumtP
Hi there! From what I can see, that issue can be solved via anchors. If you anchor your image to the left side of the canvas, it should work
@@BigfootCodes yes in theory it would work but not for my example :/ i guess for specific UI elements the system works, but not for ingame elements, where you have specific positions, like just for example a street and cars driving over the street. if you stretch the background(street) then the cars will drive off the road. the coordinates wont fit anymore. i am searching for yeeears for a good explanation on how other people solve their problems and cant find anything :-/
Is al of that done in ui (with images) or with sprites? The approaches are a bit different
@@BigfootCodes with images. here another example. i thouight i would be clever. i created an empty object, made it STRETCH and put the images as child inside but they dont stretch then =( imgur.com/a/od2zE8L now the images are on top of each other like the should but the images dont stretch to full width =( i have left and right white space
Want to chat in discord and I'll give you a hand? gaston_bigfoot#4086